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Broadening the Boundaries of Interactivity: A Concept Explication
By
Spiro Kiousis Doctoral Student Department of Journalism University of Texas Austin, TX 78712 (512) 719-5572 [log in to unmask]
Submitted to the AEJMC annual conference in New Orleans, LA August 4-7, 1999
The author would like to thank Dr. Nick Lasorsa and Dr. Julie Newton for their helpful comments on earlier drafts of this paper.
Broadening the Boundaries of Interactivity: A Concept Explication
Abstract
The use of interactivity as a variable in empirical investigations has dramatically increased with the emergence of new communication channels such as the World Wide Web. Though many scholars have employed the concept in analyses, theoretical definitions are exceedingly scattered and incoherent. Accordingly, the purpose of this project is to engender a detailed explication of interactivity that could bring some consensus about how the concept should be theoretically and operationally defined. Following Chaffee's (1991) framework for concept explication, we generate new theoretical and operational definitions that may be central to future work in this area. In particular, we suggest that interactivity is both a media and psychological factor that varies across communication technologies, communication contexts, and people's perceptions.
Submitted to the AEJMC annual conference in New Orleans, LA August 4-7, 1999
Broadening the Boundaries of Interactivity: A Concept Explication
Broadening the Boundaries of Interactivity: A Concept Explication
INTRODUCTION With the ongoing influx of new communication technologies, many traditional concepts in mass communication are being redefined, reworked, and reinvented. Indeed, McQuail (1994) and Williams et al. (1988) argue that the 'convergence' of new technologies is skewing the boundaries involved in traditional mass communication theories. Newhagen et al. (1995) and Steuer (1992), for example, elaborate on the lack of theoretical discussion with the concept of interactivity and subsequent problems it raises in research. Such questions surround whether interactivity is a characteristic of the context in which messages are exchanged or is it strictly dependent upon the technology used in a communication process? Further, are we drifting toward a more cybernetic model of communication as outlined by Wiener (1948)? Thus, it would be valuable to explicate this concept in an attempt to contribute to the term's theoretical foundation, which has lagged far behind the proliferation of empirical work converging on it. Consequently, in this analysis, Chaffee's (1991) framework for concept explication is employed to carefully dissect this variable. Typically, a concept explication is part of a larger empirical study, but in some instances, it is an entire project in itselfDespecially when conceptions are hotly contested as has been the case with interactivity. More than anything else, explication is about theorizing. Chaffee (1991) states that "without explication, our words are nothing more than words, and our data add nothing to them. Theory, or more exactly, theorizing, consists of an interplay among ideas, evidence, and inference" (p.14). Accordingly, the following steps were executed to complete this project: (1) provide a general background of interactivity; (2) survey relevant literature on the concept; (3) identify the concept's central operational properties; (4) locate the present definitions of the concept; (5) evaluate and modify those definitions; (6) propose a conceptual definition; (7) propose an operational definition; and (8) discuss the implications of the arrived at definition on future research.[1] GENERAL BACKGROUND When first thinking about interactivity, one must outline some basic assumptions that researchers connect with the term. Generally, we will find that interactivity is associated with new communication technologies (e.g., DeFleur & Ball-Rokeach, 1989). The level of interactivity varies across media, usually anchored in their ability to facilitate interactions similar to interpersonal communication (Williams et al., 1986). However, the standard for what makes one medium more interactive than another is quite ambiguous. In most empirical literature, interactivity is employed as an assumed independent variable to describe a medium (e.g., Kayany et al., 1996). In these types of studies, researchers call an experimental condition "interactive" without considering multiple levels of the variable, let alone defining its meaning. Newhagen et al. (1995) deviate from the norm by examining "perceived" interactivity as an individual level psychological variable. At first blush, one could submit that there should be no alarm at the scarcity of theoretical debate on interactivity. As long as we all accept that the term implies some degree of receiver feedback and is linked to new technologies, why should there be a problem? The dilemma is that while these basic tenets are usually agreed upon, the components and features that comprise the various definitions can lead to great discrepancies in scholarly output. Newhagen et al. (1995), for instance, articulate that interactivity levels rise and fall within a medium dependent on people's perceptions, while Schneiderman (1987) suggests interactivity levels only fluctuate by altering technological properties. Further, variables that are highly related to interactivity, such as social presence and feedback, are shaped by how scholars conceptualize it. Thus, Bretz (1983) reports that interactivity is linked to an interdependence of messages, while Steuer (1992) understands it as more technologically determined. Consequently, these two interpretations would obviously create differing opinions on computer design recommendations, with the former stressing message content and the latter emphasizing technological structure. Before seeking to formally define interactivity, the next logical step is to survey the concept's literature in an attempt to synthesize its fragmented meanings. LITERATURE REVIEW Any literature review of interactivity is cumbersome because of the vast implicit and explicit explanations prepared by researchers from many different academic and professional perspectives. Indeed, interactivity elucidations have been predominantly informed by communication, psychological, and computer / science design literature--although other disciplines have also made meaningful contributions. Due to the diverse literature on the subject, it is apparent that some organizational device would be indispensable in discerning among its various meanings. Two dimensions emerge in scholarly work that could be used to arrange the various definitions: the object emphasized by scholars and the intellectual perspective from which the meaning originated. Of course, the categories within the two dimensions do overlap, yet still allow for concise classification of the literature. Table 1 is presented below for the reader's reference throughout the remainder of this project. - - - Table 1 Here - - - As the analysis continues, we will begin to fill in the table cells with various authors in hopes of locating common threads and subtle differences across the literature. Communication Definitions Any discussion of interactivity inevitably draws from its roots in Cybernetic theory as mapped out by Wiener (1948). As a basic communication model, the chief difference between Cybernetic theory and the Shannon and Weaver (1949) model was its emphasis on feedback. This ability for message receivers to respond to message senders developed into a principal component of interactivity conceptions. Under this framework, interactivity is an attribute of the channel through which communication occurs. Communication is seen as a dynamic, interdependent process between senders and receivers. As with most communication work investigating this topic, the Cybernetic position belongs in the middle cell of our first column in Table 1. With the growth of new media such as the computer, videotext, cellular phones, etc., more conceptual deliberation of interactivity was needed. Thus, Rafaeli (1988) explains interactivity "as 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" (p.111). Williams et al. (1988) write that interactivity is "the degree to which participants in a communication process have control over, and can exchange roles in, their mutual discourse is called interactivity" (p.10). Here, we see a shift away from emphasis on channels and more to the interconnected relationship between messages exchanged (also referred to as third-order dependency). A third-order dependent message interaction in a computer chatroom might read like the following: User 1: "Five minutes ago, you said that you wanted to go to movies tonight, why have you changed your mind?"
User 2: "I didn't change my mind. Two minutes ago, I thought you said you wanted to go to the movies tomorrow?"
From this dialogue, we notice that both participants refer to prior transmissions, engendering a third-order dependency. In addition, interactivity necessitates user control over the pace and content of the medium in question (see Bretz, 1983). It relies upon an individual's ability to comprehend and react to previous message transmissions among participants. Consequently, while this definition clusters into the communication setting's category, the object of focus, in this perspective, has transferred from channel to message relationship. Most conventional use of interactivity has stemmed from this belief. If a system allows for third-order dependency between participants, it is deemed interactive. In empirical terms, scholars in this tradition examine content of interactive media and link it to psychological and behavioral variables (e.g., Rafaeli, 1986; Rafaeli & Larose, 1993). Of course, this approach is problematic because it does not underscore elements of interactivity that other researchers find substantial--specifically, technological and individual factors. Current work bridging communication and computer science (e.g., Reeves & Nass, 1996) has prompted designers to consider technological structure and audience idiosyncrasies when formulating their products. Steuer (1992), for example, furnishes an intricate account of interactivity, which he contends is "the extent to which users can participate in modifying the form and content of a mediated environment in real-time" (p.84). His conception is admittedly technologically based and is governed by the speed, range, and mapping capabilities of a medium, although the user possesses ultimate control.[2] One can surmise that increases in any one of these factors raises the level of interactivity for a given medium. However, there may be a point of diminishing returns when too much of one of these factors may actually make an experience less interactive. Aldersey-Williams (1996) argues that "IDEO found that most people only use a few functions offered by state-of-the-art television, and that they tend no to readjust the controls once they have set them" (p.35). In this situation, excessive range overburdens the user. Nevertheless, the potential quantification of interactivity levels, as generated by Steuer (1992), is of great benefit for constructing operational definitions. Durlak (1987) expresses a slightly different technological viewpoint by producing a typology for interactive media. Variables implicated with interactivity become equated with the physical components of interactive systems themselves. For example, hardware encompasses "sensory richness," "spatial management," and "responsiveness." Here, the composition of technology becomes our litmus test to recognize interactivity. Returning to Table 1, we deduce that Steuer and Durlak are best grouped in the upper left cell, but please note their differing views reflect that these classifications leave room for multiple interpretations within each perspective. While most implied and explicit definitions of interactivity in communication concentrate on the technological and communication context aspects of the concept, at least one study delves into the user's perception of interactivity as a dependent variable. Newhagen et al. (1995) adopt interactivity as a psychological variable in a content analysis of NBC news viewer e-mail to gauge perceptions of interactivity. Specifically, the size of the intended audience in an e-mail message is inversely correlated to the level of perceived interactivity--i.e., the smaller the audience, the higher the level of perceived interactivity. Unlike other constructs, here interactivity is comprehended as a variable that can dwell within an individual's cognitions. This perceiver-based outlook introduces a new path for researchers to explore. This complements previous conceptions that emphasized channel and medium structure. Psychological Definitions Though communication theorists perhaps provide the most systematic overview of interactivity, this explication project would be incomplete without acknowledging the additions made by other intellectual discourses. It is well documented that psychology plays a central role in interactive media design (Aldersey-Williams, 1996). As one might imagine, psychological work on interactivity prefers the individual to be its object of focus. Leary (1990) poses an intriguing analogy comparing the evolution of interactivity to the development of interpersonal in psychology. "Both concepts are related to very wide and deep and irrevocable changes in the way people relate to the world" (p. 230). In fact, Leary predicts that the success of an interactive medium hinges on its ability to resemble the interpersonal. This conclusion runs parallel to communication scholars who have long asserted that face-to-face communication is a consummate interactive experience (see Bretz, 1983; Williams et al., 1988). Turkle (1984), while never affording any formal definition of interactivity, further develops the notion of interactivity as an interpersonal, humanistic variable. Her ethnographic work suggests that human beings ascribe some very human characteristics to interactive systems (e.g., a computer is 'alive' and can even 'cheat' according to children). Indeed, there is a connotation that interactivity is related to the ability of individuals to experience different media as if they were engaging with other human beings. This is substantial because the evaluation of interactivity does not lie within the technology but in the perception of the user. This has shocking ramifications for scholars who judge a medium as interactive on the basis of technological criteria. Obviously, this academic work is best placed in the lowest cell of the psychological column in Table 1. Computer Science / Design Definitions Much of the work in the communication technology category is derived from the computer science / design literature. Generally, one would expect the object of interest in such perspectives to be media technology. That is, the user of interactive media would be, at best, a mechanism initiating an interactive communication experience, but not a central figure in the concept's definition. For example, in professional circles, interactive media are often thought to be "mechanisms for delivering image, text and sound data in which the user interacts with the database" (Hutheesing, 1993, p. 244). Further, Dyson (1993) infers that most computer professionals understand interactivity in terms of converging technology. Surprisingly though, what we find, at least in the more academically based literature, is an evened approach that is equally concerned with medium structure and human characteristics. Schneiderman (1987), who does not explicitly define interactivity, suggests a checklist to estimate the success of an interactive system. He balances technological criteria (system functionality and reliability) with user criteria (time to learn, speed, rate of user error, etc.). His accentuation on speed is especially enlightening because it illustrates the tendency toward perceiver-determined representations. Heckel (1984) recommends that interactive software designers "learn to think like a communicator and to practice an artistic craft as well as an engineering one" (p.xii). Interactivity definitions are consistently becoming more user-based. Naimark (1990) suggests that we differentiate between realness and interactivity. The former refers to the competency of technology to blur the boundaries between physical and mediated reality. The latter refers to the aptitude of users to modify, interact, and respond to media which, in turn, transform the mediated environment being experienced. Moreover, Norman's (1988) theme of mapping as a vital factor in interactivity confirms the human-centered concern evident in current design literature. Collectively, computer science / design researchers have greatly enhanced our knowledge of interactivity through their balanced consideration of technology and human beings. By combining the cogent areas of communication, psychological, and design definitions, we may be able to identify the true nature of this variable. Summary Before proceeding any further, it is essential we reformulate Table 1 to organize the major authors of the literature review visually. In addition, certain attributes salient to authors should also be listed. Table 2 is presented below as a reference for the remainder of this project. - - - Table 2 Here - - - EMPIRICAL DESCRIPTION Based on the literature review, it is clear that the operational definition properties of interactivity are limited. Formal operational definitions are basically non-existent and little empirical work demarcates levels of the variable (although the conceptual definitions certainly imply this possibility). However, by closely scrutinizing the small number of studies that discuss interactivity operationally, some of these properties may be pinpointed. Typically, interactivity is used as a descriptive characteristic of new media (e.g., DeFleur & Ball-Rokeach, 1989). Most authors center on feedback as the key signal of interactivity (e.g., Rafaeli, 1988). Thus, if participants can engage in a message transaction that is comparable to interpersonal communication, the experience is labeled interactive (e.g., Kayany et al., 1996). Obviously, this is not a precise operational measure of interactivity. At best, interactivity, in this light, is a two-level, nominal variable; i.e., something is or is not interactive. As mentioned earlier, an exception to this norm occurs in Newhagen et al. (1995) where interactivity is operationalized as a perception of the individual. Specifically, messages addressing large audiences indicate low perceptions of interactivity, while those targeting an interpersonal audience are perceived to be highly interactive. This type of research is promising because it shows that interactivity is not just applicable in depicting media technology. Steuer (1992) does not perform an empirical analysis but advocates that interactivity should be operationalized in terms of the medium's speed, range, and mapping abilities. While few studies operationally define interactivity, we may be able to glean some very basic operational properties from the literature. As disclosed in Newhagen et al. (1995) and in some related definitions, interactivity is a variable that fluctuates across individuals and media (e.g., computers are more interactive than newspapers). Interactivity levels are fairly stable across time in media technologies but could vary within individuals' perceptions. Steuer (1992) hints that interactivity levels should correlate with telepresence.[3] Newhagen et al. (1995) discovered that perceived interactivity corresponds to intended audience size. Finally, based on the arguments of Bretz (1983) and Rafaeli (1988), one can assume that the ability to induce feedback is a major prerequisite to calling a medium or a communication experience interactive. DEFINITION Generally, it appears that most interactivity research fails to properly conceptualize or operationalize the term (e.g., Kayany et al., 1996). On a simple everyday level, interactivity deals with the ability of systems to simulate face-to-face communication, although the features and components of it change with authors. To review, the following are some of the explicit definitions encountered in the literature search: Interactivity is "as 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, p.111).
Williams et al. (1986) say "the degree to which participants in a communication process have control over, and can exchange roles in, their mutual discourse is called interactivity" (p.10).
Steuer (1992) reports it as "the extent to which users can participate in modifying the form and content of a mediated environment in real-time" (p.84).
Based on scholarly work from the intellectual discourses covered, we can begin to compile a list of the various elements and meanings of interactivity. Some consensus can be reached concerning the chief ingredients of an interactive experience. Two-way communication must exist, usually through a mediated channel. The roles of message sender and receiver must be interchangeable between equal participants. The speed of communication among participants should probably occur as close to real-time as possible, although there are instances when it might not be (to be discussed below). In addition, some third-order dependency between participants is usually necessary. For the most part, communicators can be human or machine. Individuals must be able to manipulate content, form, and pace of the mediated environment in some way. Finally, face-to-face communication remains a standard by which we judge interactivity. Problems w/ Definitions While some unanimity among authors is clear from these common definitional threads, problems frequently arise when scholars stress one of these features over another. For example, much of the communication literature is preoccupied with factors related to communication context, such as message relationships and channels (e.g., Rafaeli, 1988). Meanwhile, Steuer (1992) delimits interactivity as a property of technology consisting of speed, mapping, and range. Though speed and range seem consistent with basic views of interactivity, mapping is probably more topic specific for computer software. A major problem related to the concept of speed is that, it too, is weakly explicated. For instance, a distinction should be made between objective standards of speed and perceptions of speed. This is a critical distinction because people's interpretations of an interactive experience will not necessarily conform to objective measures of dimensions of that experience. Thus, communicating on the Internet with a 28800 modem by today's standards is perceived as average in terms of speed, but a few years ago, this seemed like lightning. In a few years, it will be perceived as extremely slow. The point here is that objective standards of speed (e.g., 28800 BPS) might not change, but users' perceptions do. Accordingly, we should separate these two qualities of speed in our consideration of interactivity. Beyond speed, other problems also exist with the definitions reviewed herein. In contrast to some of the technologically based work (e.g., Durlak, 1987), for example, the original Cybernetic model seems appropriate for specific mediums (e.g., telephone) because of its emphasis on feedback, although this model is probably antiquated for some of today's complex media technology (e.g., Virtual Reality). Moreover, authors, including Heckel (1984) and Schneiderman (1992), conceive interactivity in close relation to the user. In particular, Leary (1990) sees interactivity as the capacity for a system to mimic interpersonal communication. Newhagen et al. (1995) takes this a step further by displaying interactivity as a possible perception for individual users. Others maintain that a system may not be interactive if all it members cannot cognitively process the messages transmitted, raising questions about machine to machine communication (see Williams et al., 1988 for discussion). The notion of real-time is problematic because it suggests that instantaneous feedback is required for an interactive experience. Still, many technologies, which most scholars would concur are interactive, have delays in response times (e.g., email may be returned after one week but is still considered interactive by most). One strategy for solving this dilemma might be to think of real-time on a continuum, where instantaneous communication is the ideal for interactive experiences, but delayed communication is also acceptable. The key feature is that two-way communication is possible; the speed (perceived and real) of the two-way communication is important but secondary. Finally, the face-to-face standard is difficult to reconcile with the possibility of communicating one-to-many as might be the case with e-mail. Therefore, while some basic agreement exists on a few fundamental attributes of interactivity, our challenge remains to assimilate the plethora of scattered conceptions in the literature into a comprehensive framework. Before abandoning this section, it is often helpful to link the theoretical meanings of abstract terms with more low order concepts. Perhaps the most concrete term embracing interactivity is technology. In recent years, interactivity has become more and more associated with the personal computer. We are told continuously that the Internet is interactive and widespread dissemination of interactive videophones is in the near future. Generally, any new communication technology will be dubbed interactive if it allows some degree of user response. Traditional media (e.g., TV, radio, and newspapers) are excluded because their capacity for feedback is limited. Among the various new media, interactivity is highly connected to the following: computers, cellular communications, digital communications, video-conferencing, software, etc. Since the end goal of an explication project is to operationally define a concept (Chaffee, 1991), it is vital that we tentatively sketch out some basic empirical rules for observing interactivity.[4] First of all, there must be at least two participants (human or non-human) for interactive communication to transpire. Except for the case of face-to-face communication, some technology allowing for mediated information exchanges between users through a channel must be present (e.g., telephone or computer chatroom). Finally, the possibility for users to modify the mediated environment as close to real-time as possible must also exist. Once these conditions have been met, interactive communication can be detected. The key to noticing interactivity on an individual level lies in the researcher's competency to recognize simultaneous comprehension and response to communication transmissions by participants. Normally, evidence for this would consist of direct observations, questionnaires, and content analyses. Psychological scales, like those formed in Newhagen et al. (1995), could be contrived to approximate perceptions of interactivity by users. For example, questionnaires might monitor typical interpersonal communication variables as indicators of perceived interactivity, i.e., the higher scores on such variables would mean higher perceptions of interactivity. To ascertain interactivity levels of a particular medium, researchers could devise a scale based on predetermined parameters. Specifically, the number of possible actions available to users (range) by a media system could be one indicator of interactivity for a particular medium. To gauge interactivity levels of a communication context, one could calculate the frequency of messages that refer to earlier exchanges (third-order dependency). These measures could then be scaled and statistically tested to calculate perceived and actual interactivity scores. Hence, we could make comparisons across media and individuals more precisely than previously imagined. This would be a powerful tool for both professionals and academics. REVIEW OF DEFINITIONS As argued earlier, little consensus has been achieved regarding interactivity. So far, we have identified the concept, surveyed the literature, and reviewed the scattered definitions. It is now necessary that we hone in on some basic properties of the varied definitions. To begin, interactivity should be categorized as a relational variable. On an individual level, it resides in the minds of media users as perceptions (Newhagen et al., 1995). As a quality of media, it can be seen in the form, content, and structure of technology and their relation to the user (e.g., Steuer, 1992). Typically, interactivity is examined within a dyadic communication context between humans and machines, or humans and humans via machines (Rice, 1984). It is difficult to isolate from variables such as social presence, transparency, and user friendliness (Durlak, 1987). Other connected factors are feedback and speed (perceived and real). Most definitions of interactivity are tacit. Researchers often make broad assumptions about interactivity and simply merge them into positivist work as a two-level, nominal independent variable. Many of the explicit interpretations that endure (e.g., Rafaeli, 1988, Bretz 1983) understand interactivity in abstract terms but do not really delve into operational definitions. The closest attempts would resemble the Steuer (1992) and Newhagen et al. (1995) studies, but more work needs to be executed. The scant supply of empirical work makes evaluation of other researchers' operational measures arduous. Few would dispute that the concept "really" exists, but how one would isolate and order it is subject to debate. Currently, the best technique for appraising operational measures of interactivity is to either sift through the few studies operationalizing this variable (as done in the present analysis) or to explore empirical literature covering related concepts such as social presence. Walther et al. (1994) encapsulate previous work on some related variables. The academic usage of "interactivity" is marginally inconsistent at best. While some accord on the general meaning remains, many fundamental differences (e.g., channel vs. technological attributes) lead to incongruity in implied and explicit theoretical definitions. However, there is some common understanding as to which related variables belong together--e.g., Steuer, (1992) and Durlak, (1987) both believe that social presence is a crucial factor. In fact, meanings are not so scattered that intellectual dialogue is impossible. Reconsideration of interactivity by academics can bring about a more holistic awareness of the concept. DEFINITION MODIFICATION As we continue through the explication process, we may want to contemplate modification of interactivity definitions. So far, we have demonstrated that interactivity definitions have three roots, which have all made valuable improvements in the evolution of the concept. Rather than alter any of the contributions made by other researchers or highlight only one area of the multiple conceptions, it is imperative that instead, we merge interactivity conceptions into a hybrid definition. A parsimonious interpretation that encompasses the central aspects of the previous definitions reviewed is more appropriate. The goal here is to eliminate nonessential components of the varying views and blend the fundamental ones into a comprehensive vision of interactivity. Consequently, we endeavor to formulate a definition of interactivity that includes the following as major dimensions: (1) the structure of a medium (Durlak, 1987); (2) the context of communication settings (Rafaeli, 1993); and (3) the perception of users (Turkle 1984). Hence, the final definition will hopefully allow interactivity to be accepted as both a media and psychological variable by scholars. Visually, the definition outlined above might look like this. - - - Figure 1 Here - - - TENTATIVE DEFINITION As asserted throughout this paper, interactivity definitions have stressed three primary areas: technological properties, communication context, and user perceptions. The problem has been that researchers have not tied these three aspects together into an inclusive definition. This is what we will attempt to accomplish now. Definition Interactivity can be defined as:
the degree to which a communication technology can create a mediated environment in which equal participants can communicate (both one-to-one and one-to-many) as close to real-time as possible and participate in reciprocal message exchanges (third-order dependency). With regard to human users, it additionally refers to the ability of users to perceive the experience to be a simulation of interpersonal communication and increase their awareness of telepresence.
Clarification To clarify a few points about the terms consolidated into this definition, by communication technology we allude to anything from a telephone to a computer system. Further, a mediated environment can be anything from a telephone wire to Virtual Reality. Communication, in this context, can range from simple information transfer to sophisticated movements in a video-game, as long as the system conforms to the other specifications enumerated. Participant relationships would normally be human-to-machine or human-to-human via machine but could be machine-to-machine in rare cases. Real-time refers to the degree communication exchanges can be synchronous but note that "as close as possible" suggests a range, making instantaneous communication back and forth an ideal standard rather than a necessary characteristic. In short, real-time is a goal for interactive experiences to strive for but not always attainable. Third-order dependent message transmissions are applied in the tradition of Rafaeli (1986) and Bretz (1983). Telepresence is elucidated as the ability of a medium to form an environment that, in the minds of communication participants, takes precedence over actual physical environments (Steuer, 1992). The first segment of the definition is designed to cover the technological structure and communication settings aspects of interactivity, while the latter part integrates user perceptions. Interactivity, in this light, contains all the major components of previous explications, but demarcates certain boundaries that must be adhered to in order for a medium or communication experience to be regarded as interactive. For example, it includes all types of technology, but clearly differentiates between mediated and non-mediated communication. Therefore, a conversation over the phone is interactive, while a dialogue in person is not (though technological simulation of interpersonal communication is central). Our definition's exclusion of "pure" interpersonal communication is debatable; however, we feel the concept is so tied to technology (from a communication perspective at least) that we distinguished between mediated and nonmediated experiences.[5] The "range" strategy to real-time is also meaningful because delayed responses in communication are still included in the definition, yet we are additional able to understand that communication experiences become more "interactive" as they approach real-time. The vague use of "mediated environment" is bound to receive criticism but is purposeful because we are aiming to accommodate all two-way communication performed with or through media technologies. Of course, some mediated environments are more interactive than others, contingent on factors such as choices of actions provided to participants and the ease with which participants can direct and adjust the constructed mediated environment. This will be discussed in more detail in the operational definition stage of the explication process. Finally, perceptions, in this view, are limited to humans because researchers argue that the simulation of interpersonal communication and increased telepresence are variables relevant only to human communication, not machine-to-machine interactions (e.g., Keltner, 1973). The first portion of the offered definition adequately accounts for machine-to-machine communication experiences, while human perceptions are integrated into the second segment. To observe interactivity as it has been outlined above, we require a three-stage inspection procedure. First, we are interested in looking at the attributes of the communication medium being used during an interactive experience. Within this context, objective criteria will be formulated to produce an interactivity score for a medium, e.g., how fast does a system allow for information transmissions? Next, we will want to scrutinize the environment in which communication is occurring. This can be achieved by content analysis to establish the degree of third-order dependency among communication exchanges. Finally, we will probe individual perceptions of such interactions and devise perceived interactivity scores. One strategy for accomplishing this is through questionnaires. The value of such an observation plan is that it employs multiple indicators to detect this variable. Thus, the units of analysis are as follows: individual mediums, single communication experiences (comprised of sets of message transmissions based on interactions with communication technologies), and user perceptions. Because of the different measures necessary to observe interactivity as completely as it is proposed here, data conversions are inevitable but not too difficult. To complete this, we must consider each step of the detection process separately. First, when measuring technological interactiveness, we could create an index to produce a "technology interactivity score." In a basic investigation, this might be accomplished by including the average number of choices allowed by a medium and the average speed of communication into the conversion. In the second stage of the inspection process, traditional operational procedures for third-order dependencies will be utilized as a basis for a "communication context interactivity score", i.e., tallying the amount of overall communication transmissions that allude to prior message transmissions (Rafaeli, 1988). Finally, a composite scale of interpersonal communication measures might be adapted to produce a "perceived interactivity score." Depending on the intentions of the study, scholars may include just one of these measures in their inquiries or perform more complex statistical tests to create an "overall interactivity score." By gauging interactivity in this manner, we can make comparisons across mediums, communication exchanges, individuals, and overall interactive experiences. This is an especially precious resource for empirical researchers in the new media area who are regularly called upon to make comparisons of new technologies. At this point, specific operational procedures will be supplied to explain how this might manifest in an empirical investigation. OPERATIONAL DEFINITION For the purposes of this explication project, we will suppose that a researcher is interested in ascertaining the total degree of interactivity for some new computer communications system software. We will also assume that the scholar has the means to perform an experiment, which would be the ideal method for evaluating the system. The first step he must take is to define the population and draw a sample.[6] A random sample of about 30 computers equipped with the system would suffice to represent the overall population. He will also need to draw an equal sample of users to test out the system. In social scientific investigations, every attempt should be made to acquire a sample with the demographic makeup of the population that the researcher wants to make generalizations about (Kerlinger, 1986). Once the sample is found, the researcher must now devise measures and make his observations. Creating operational measures is one of the more challenging phases in carrying out an empirical study because the items need to be discernible enough that they can be measured but also need to encompass the actual concept the researcher is attempting to quantify. Hence, a major consideration revolves around the reliability and validity of measures. By applying multiple indicators as intended here, our empiricist should dramatically strengthen reliability (Chaffee, 1991). The researcher should also aim to improve validity by matching the operational definition with the conceptual definition granted earlier. To list the appropriate observations in the inspection process, data will be collected by scrutinizing: attributes of the software program, the content of communication transmissions, and user perceptions. The first operational measures will examine the medium's structure, i.e., the computer system. Steuer (1992) and Durlak (1987) confer some logical measures of interactive technology: speed, range, and mapping. Of these, speed and range appear to be most appropriate because mapping is more applicable for Virtual Reality or video-games. Our researcher could operationalize speed (objective) as an average between the amount of time it takes for the software to transmit information from one participant to another or the whole group and the amount of time responses take to be communicated (feedback).[7] Range could be computed as the number of actions the system advances to the user. For example, can subjects only communicate with one person at a time, or many simultaneously? Can individuals reply to information while receiving it? Each of these possible actions are counted toward a mapping score. Building on the ideas of Durlak (1987), the scholar might approximate technological complexity as the amount of devices employed by the system to activate the five senses (sensory complexity). For example, written text would activate visual senses while use of sound would activate acoustic senses. This is instrumental for comparing different mediums because it acknowledges that video-conferencing, for instance, is more technologically complex than telephone discussions. Another advantage of this operational definition is that it is broad enough to include nearly all interactive communication experiences, yet is not too simplistic to assess such factors as graphics quality. It furnishes a criterion that is based on objective properties of the system, not subjective perceptions of the user. Higher levels on any of these measures signify higher levels of 'technological interactiveness.' The second set of operational measures concentrates on the environment in which interactive communication takes place. For this, the researcher could have two measures: one of third-order dependency and one of social presence. Third-order dependency would be quantified in the content analysis by the percentage of overall messages that refer to prior message transmissions. Subjective judgments of coders would probably be sufficient to assess which messages allude to prior exchanges and which do not. Social presence, which in this context is delimited as the ability of users to convey their presence in communication transmissions, might be operationalized as the percentage of messages when subjects explicitly refer to themselves (e.g., "I, me, my", etc.). While this measure lacks validity, it is extremely reliable and clearly represents a demonstration of communicating social presence. Higher percentages on both indicators would signal higher 'context interactivity levels.' Finally, the third set of measures entails perceived levels of interactivity. As mentioned earlier, this could be detected by questionnaires once the experiment has concluded. When investigating participant perceptions, the researcher must judge how well a communication experience simulated face-to-face communication, since we have already decided that face-to-face communication is a standard by which interactive communication is evaluated. Some of the most important variables in face-to-face / interpersonal communication are proximity, sensory activation, and speed of response (Bretz, 1983; Chesebro & Bonsall, 1989; Meyers & Meyers, 1976). Therefore, the questionnaire should measure these and other related variables such as telepresence to compute a perceived interactivity score. Our hypothetical scholar could form Likert scales for each of these measures. Thus, they would be operationalized as follows: (1) proximity would be the degree to which a respondent feels he / she is "near" other subjects when engaging with the system from "very far" to "very close"; (2) sensory activation would be operationalized by asking the respondent to rate which senses (sight, hearing, touch, etc.) were heightened during the experiment from "not at all" to "very much"; (3) speed of response would be operationalized as how fast users perceived the system allowed participants to react to one another's transmissions from "very fast" to "very slow"; and (4) telepresence would be operationalized as the accuracy with which users could describe the physical environment of the laboratory--presumably the less accurate, the higher the sense of telepresence because the mediated environment would take precedence over physical surroundings. Of course, other factors could adversely affect telepresence, but the researcher hopes that randomization should control for these. A composite scale of these measures would create a perceived interactivity score. The higher the score, the higher the level of 'perceived interactiveness.' Once the data have been collected, they would be transformed, producing technological, communication context, and perceived interactivity scores. Once the three scores are verified, we can either combine them statistically to manufacture an overall interactivity score or simply use them individually to make decisions about the system. As an overall score, the data would cover all three essential dimensions of the interactivity definition offered. Individually, the data magnify the attribute of interactivity upon which the researcher wishes to converge on. Empirically, the data will probably reveal that interactivity levels can vary across technology, communication settings, and individuals' perceptions. Technological interactivity is postulated to be more stable than the other types because medium qualities are consistent until innovations are made to systems. In contrast, context and perceived interactivity levels oscillate more because they consist of communication content and participant perceptions, respectively. Communication context levels are probably the most volatile since content is discursive, particularly in interactive environments. User perceptions also fluctuate due to individual differences, inexperience in using computer communications systems, etc. Before evaluating the operational definition, it would be advantageous to link the operational definitions with the conceptual definition established earlier. Visually, this manifestation might look something like this. - - - Figure 2 Here - - - Throughout this explication project, we have substantiated that interactivity is operationally composed of three components: properties of technology, attributes of communication context, and user perceptions. Each is equally important and combine to form the overarching concept known as interactivity. In contrast, interactivity can also be thought of along three dimensions that fuse together to form the broad concept or simply be considered discretely. However, neglecting any facet of the operational definition does not capture the full view of the theoretical construct. It appears that our operational definitions match well with our conceptual definition of the term. Speed (objective), range, and sensory activation are qualities associated with the structure of technology and can be used to estimate high and low levels of interactivity. Third-order dependency and social presence were fundamental aspects in the proposed theoretical definition and describe characteristics of communication context appropriately. Finally, basic interpersonal communication measures and telepresence apply to the conceptual definition because all are correlated to the simulation of face-to-face communication, a benchmark by which interactive communication is judged. On the whole, the operational definition supplied herein not only describes the essence of the theoretical definition of interactivity but may also help broaden the concept's boundaries. In comparison to previous versions, the interactivity definition provided above is expansive, permitting for analyses across mediums and individuals. Interactivity is understood as both a media and psychological variable. In addition, interactivity is offered here as a variable that can be examined along its discrete dimensions or as a single, composite variable. Thus, scholars can be as specific or general as needed in their inquiries. CONCLUSION The convergence of new technologies blurs the boundaries between traditional and new media. For example, the Internet is often seen as a hybrid system of TV and text. Similar to this merging, interactivity conceptions need to be integrated into a hybrid definition. From this analysis, we have shown the significance of devising conceptual and operational definitions that embrace interactivity as a media and psychological variable. To restate, interactivity can be defined as: the degree to which a communication technology can create a mediated environment in which equal participants can communicate (both one-to-one and one-to-many) as close to real-time as possible and participate in reciprocal message exchanges (third-order dependency). With regard to human users, it additionally refers to the ability of users to perceive the experience to be a simulation of interpersonal communication and increase their awareness of telepresence.
Operationally, interactivity is established by three factors: technological structure of the medium used (objective speed, range, & sensory complexity), characteristics of the communication settings (third-order dependency & social presence), and individuals' perceptions (proximity, perceived speed, sensory activation, & telepresence). Hence, we have outlined definitions that have coalesced the most important elements of prior conceptions into a concise framework. It is hoped that this explication has granted a clearer picture of interactivity and how it might be studied in future investigations. As more new media proliferate, other concepts in mass communication will have to be adjusted and refined. The expansion of knowledge awaits. Notes
Tables & Figures TABLE 1: INTERACTIVITY DEFINITIONS
Intellectual Perspective
Communication Psychology Computer Science / Design
Technology
Object Emphasized Communication Setting
Perceiver
TABLE 2: INTERACTIVITY DEFINITIONS
Intellectual Perspective
Communication Psychology Computer Science / Design
Technology Steuer (Mapping) Durlak (Sensory- richness)
Schneiderman (System functionality) Hutheesing (Message delivery)
Object Emphasized Communication Setting Wiener (Cybernetic theory) Williams (Mutual discourse) Bretz (3rd-order dependency) Rafaeli (3rd-order dependency)
Perceiver Newhagen et al. (Perceived interactivity) Leary (Interpersonal simulation) Turkle (Humanistic interactions) Schneiderman (Learning speed) Norman (Mapping)
Figure 1: Dimensions of Interactivity
Figure 2: Operationalization of Interactivity
[--- Pict Graphic Goes Here ---]
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[1] It is important to recognize that these steps represent one method for explicating a concept and is by no means exhaustive. Chaffee (1991) further articulates this point by arguing that the steps outlined in his book "can serve as a checklist for the researcher explicating a concept, but it is not a recipe that guarantees results" (p.14). [2] These three factors refer to "the rate which input can be assimilated into the mediated environment"; "the number of possibilities for action at any given time"; and "the ability of a system to map its controls to changes in the mediated environment in a natural and predictable manner" (p.85-86) respectively. [3] Telepresence is the degree a media user feels their mediated environment takes precedence over their physical environment. [4] Before continuing, two caveats must be mentioned. First, please note that the rules expressed are to be used for specific observation in an experimental environment. Other methods might require a different set of rules. Second, due to the lack of empirical work on interactivity, the rules created here are derived from combinations of theoretical and positivistic discussions. [5] This by no means should indicate that we reject interactivity's application in interpersonal communication but rather feel such applications should be rooted in a different interpretation of the concept than the one employed here. For our purposes though, it is the simulation of interpersonal communication that is crucial and not the actual process itself. [6] The term "he" shall be used (at times) when referring to the researcher in this stage of the explication. It is by no means a judgment on the talent of female scholars. It is merely a convenient term due to force of habit. Indeed, I have had positive experiences with both male and female researchers and aspire to make no distinctions in my scholarly work. [7] Channel traffic would inevitably play a role in this measure, and might be considered a characteristic of communication context, but this hypothetical analysis presumes that the capacity to overcome channel traffic lies in the structure of technology and is thus a measure of the medium.
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