Content-Type: text/html Perceived Interactivity and Cognitive Involvement Perceived Interactivity and Cognitive Involvement: A Protocol Analysis of User Experience on A Web Portal with Multimedia Features Yan Jin Doctoral Student of School of Journalism University of Missouri-Columbia 211 South College Avenue, #3 Columbia, MO 65201 [log in to unmask] (573) 817-3293 Glen T. Cameron, Ph.D. Gregory Chair in Journalism Research Missouri School of Journalism [log in to unmask] (573) 884-2607 Submitted for consideration to the Communication Theory and Methodology Division of the Association for Education in Journalism and Mass Communication Annual Conference, Kansas City, 2003. Note: All correspondence to: Yan Jin, 211 South College Ave., Apt. #3, Columbia, MO 65201, (573) 817-3293. Abstract This protocol analysis investigates how the most recent developed conceptualization and dimensional definition of perceived interactivity may move beyond advertising effectiveness and fit into Web portal with multimedia features. Portal users' thoughts on active control, two-way communication, synchronicity as well as vividness were observed and categorized into different cognitive involvement levels. As a result, synchronicity turned out to be the most weighted dimensions, followed by vividness and active control. Two-way communication seemed not a strong indicator of portal interactivity. Introduction The World Wide Web is characterized by its ubiquity, global reach, interactivity, decentralized, hyperlinked structure, and multimedia format (Weare & Lin, 2000). Based on the technology of hypertext, key features of the World Wide Web include a common "look and feel," consistent interface, and a complete shielding of the user from the complexity underlying the storage and retrieval of information on the Internet, which means the choice of the Web as the innovation to be studied is appropriate precisely because of the nature of the technology (Agarwal & Prasad, 1998). As a prominent characteristic of Internet, interactivity has been a blooming research topic but a seldom operationalized concept, and has been positioned conceptually as a process, a function, and a perception (McMillan & Hwang, 2002). Cho and Leckenby (1997) propose that there are three different kinds of interactions: user-machine interaction (focusing on human-computer interaction), user-user interaction (focusing on the interpersonal communication in a computer-mediated environment), and user-message interaction. From a user-interaction perspective, interactivity is defined as the ability of the user to control and modify messages (Steuer, 1992; cited by Liu & Shrum, 2002). So far, most of the interactivity studies have been focused on advertising effectiveness or e-business site effectiveness (Liu & Shrum, 2002; McMillan & Hwang, 2002; Coyle & Thorson, 2001; Rodgers & Thorson, 2000), which has triggered us to study the appropriateness and feasibility of interactivity conceptualization on web portals, E-newspapers and other media-affiliated sites. Also, none of the previous interactivity research touched upon the role of multimedia technology in the maintenance of interactivity. In this paper, we try to integrate the theoretical framework of interactivity with multimedia effectiveness on a Web portal. As a technological innovation and promising feature in all of the above interactions, multimedia technology has moved Web content display beyond text and merges text and image, audio and video, in a single, high-definition display. Delivery of multimedia by computer is non-linear and interactive (Perse & Dunn, 1998). According to Storslee's study (2001), exposure to content in multimedia formats enhances the cognitive processing of content resulting in improved retention, and there has to be a point at which adding media to Web pages would become counter productive to the transfer of the content. Multimedia technology has started to be used in Web portals, which may set up new standards of portal design and production in the future in order to evoke more user-portal interaction. A portal is generally defined as an entry point or starting site for the World Wide Web, combining a mixture of content and services and attempting to provide a personalized "home base" for its audience with features like customizable start pages to guide users easily through the Web, filterable e-mail, a wide variety of chat rooms and message boards, personalized news and sports headlines options, gaming channels, shopping capabilities, advanced search engines and personal homepage construction kits (OIT Help Desk Glossary, 2001). As multimedia technology merges into more and more channels, more and more new-breed portals are likely to come out, and the definition of the Web portal might be improved adding more advanced features. On the other hand, many traditional portals are hesitating to embrace the multimedia technology because of the uncertainty of Web users' adoption of this technology and the unclear stream of revenue. Thus, it is important to get insight about Web users' perception on portals with multimedia features, especially in their thoughts and feelings about the interactivity provided by the multi-mediated online environment. The purpose of this study is to investigate how the most recent developed conceptualization and dimensional definition of perceived interactivity may move beyond advertising effectiveness and fit into Web portal effectiveness, especially those advanced portals with multimedia features. Use of the think-aloud protocol analysis allows better understanding of the perception and feelings toward interactivity evoked when users are actually browsing a portal in a natural setting. Conceptualization of Interactivity Definition and Dimensions of Interactivity Most of the definitions of interactivity are focused on the process or function. Liu and Shrum (2002) argue that a thorough understanding of the complexities of interactivity and a precise, concrete conceptualization and definition of the construct is crucial to advancing research in the field. According to Liu and Shrum's summery of prior studies, some researcher defined interactivity as the facility for persons and organizations to communicate directly with one another regardless of distance or time; some defined interactivity to have two primary features: the ability to address a person and to gather and remember the response of that person; Some suggest that interactivity is the extent to which users can modify the format and content of a mediated environment. Considering the interactivity perceived by users, the effects of interactivity has been rarely studied (Liu & Shrum, 2002): Some found interactivity has a positive impact on user attitude; some found no significant effect on consumer satisfaction; and some even concluded interactivity might be detrimental to advertising effectiveness. Liu and Shrum (2002) argue that those conflicting results might be due to the lack of a clear definition of interactivity and come up with a definition of interactivity as "the degree to which two or more communication parties can act on each other, on the communication medium, and on the messages and the degree to which such influences are synchronized" (p.54). They further specify three dimensions of interactivity: active control, two-way communication, and synchronicity. McMillan and Hwang (2002) developed scales for measures of perceived interactivity to operationalize the perception-based approach to interactivity. Three overlapping constructs are explored: direction of communication, user control, and time, which seem to correspond to Liu and Shrum's three dimensions of interactivity. According to Liu and Shrum (2002), active control is characterized by voluntary and instrumental action that directly influences the controller's experience; in controlling a nonlinear structure as Internet, users are able to customize the information flow and jump from one location in the network to another. Two-way communication refers to the ability for reciprocal communication between companies and users and users and users; on the Internet, users can give instant feedback to companies implicitly (facilitated by techniques tracking users' online behavior) or explicitly (sending emails or filing out a form on the Web site). Lastly, synchronicity refers to "the degree to which users' input into a communication and the response they receive from the communication are simultaneous" (p.55). As the researchers emphasize, system responsiveness is essential to this dimension, because technology limitations and the pitfalls of human fulfillment of technology can be detrimental to the achievement of synchronicity, which might evoke user depression and dissatisfaction. Vividness: A New Dimension? Beyond the three dimensions proposed by researchers, Coyle and Thorson (2001) argue that vividness is a contributor to the perception of interactivity and telepresence. Steuer (1992) defines vividness as the representational richness of a mediated environment as defined by its formal features, which refers to the way in which an environment presents information to the senses. The concept of vividness consists of two subdimensions: breadth (the number of different senses that a medium can engage) and depth (how closely a medium can replicate parts of human sensory system). Coyle and Thorson (2001) further propose that within a company's home page, rich media tools such as video, audio, and animation may be considered tools that increase vividness by enhancing the richness of the experience. Compared with other media, the breadth and depth of a multimedia portal are much more wider and deeper. By use video, audio and animations in an integrated way, it may provide uses with more senses to engage and hold more potential to replicate human sensory system. Thus, we propose that vividness may be added as the fourth dimensions when we examine a multimedia-featured portal. Structural and Experiential Aspects of Interactivity Rodgers and Thorson (2000), in proposing a model for Internet advertising, hold that information processing in an interactive environment depends on both function and structure. The authors believe a general functionalist paradigm that emphasizes not only why people use the Internet but also how well they do it, provides a more precise conceptualization. Liu and Shrum (2002) propose that the structural aspect of interactivity is the hardwired opportunity of interactivity provided during an interaction, while the experiential aspect refers to the interactivity of the communication process as perceived by the communication parties. They further argue that the distinction of these two aspects may make difference in the three dimensions of interactivity. For example, from a structural perspective, synchronicity may involve maintaining appropriate server structure, providing adequate bandwidth, and ensuring correct linkage between files; conversely, felt synchronicity is how synchronized users feel the communication is, which might be influenced by the Internet connection speed or the user's expectations, which cannot be controlled by the company; For active control dimension, companies can offer users more control opportunities by making the Web structure more flexible; however, users may not always be motivated to exert control efforts and thus do not feel a higher level of control; For two-way communication dimension, not all users will take advantage of online feedback mechanisms available, which may be because that they do not feel the need. Effects of Interactivity Web sites differ in their degree of interactivity, the level of interactivity they offer and the nature of the interactivity. Some features of a Web site may be more interactive than others or may at least be perceived as such by the user. Even among features perceived to be equal in interactivity, some features may be valued more highly than others. As Liu and Shrum (2002) point out, certain dimensions of interactivity may be weighted more heavily than others, and thus the features associated with these dimensions may be perceived as not only more interactive, but also more useful. One aim of this study is to investigate which dimensions are weighted more by portal users, and if multimedia features played a positive or negative role in user-portal interaction. User Cognitive Involvement As an important personal and situational factors in Liu and Shrum's (2002) interactivity model, a user's cognitive involvement in the present context refers to "the extent of cognitive elaboration that occurs in a communication process" (p.60), which is different from the enduring product involvement. It is a situational construct that starts and ends with the communication process. Based on Eveland and Dunwoody's (2000) study, online cognitive processes (maintenance, orientation, evaluation and elaboration) are hierarchical: Elaboration may be the most complicated cognitive processing when browsing a Web site, with most cognitive involvement by using more cognitive capacity and vice versa. In our study, cognitive processes of these thought categories will be examined and integrated with the analysis of dimensions of interactivity by comparing different user cognitive involvement. Multimedia Features on Portals Structure, Content and Multimedia Features Attention to the structure and content of Web sites in the mass communication literature typically entails the study of online newspapers and information portals. Much of the same type of content (news, advertising, searching, customization, etc.) is available on both types of Web sites, although portals provide a larger gateway to other Web content through offering Web-wide searching capabilities and a wider range of content (Len-Rios, et al., 2002). Studies have examined the design of the Web on memory, learning and judgments. Berry (1999) found no difference in understanding or recall of information from a Web site with multimedia and one without. On the other hand, Sundar (2000) found that multimedia (pictures and audio) inhibited learning but increased recall of advertising. Chamberlin (1998) found that Web sites with high-end graphics were deemed more attractive. Vargo et al. (2000) found that the more specific the information contained in a link, the more sure users were about the page behind the link. The term multimedia describes a number of diverse technologies that allow visual and audio media to be taken and combined in new ways for the purpose of communicating. The meaning of multimedia will continue to expand as technology evolves and new applications are invented, including video teleconferencing, instant messaging, Internet web browsing, and desktop video production (Scala Multimedia Definition, 2002). According to the multimedia definition of Search WebServices.com (2002), multimedia is more than one concurrent presentation medium (for example, on CD-ROM or a Web site). Although still images are a different medium than text, multimedia is typically used to mean one of the following: text and sound; text, sound, and still or animated graphic images; text, sound, and video images; video and sound; multiple display areas, images, or presentations presented concurrently. Multimedia tends to imply sophistication (and relatively more expense) in both production and presentation than simple text-and-images. Effectiveness of Multimedia Features There are several studies regarding the role multimedia technology plays in the computer and Internet adoption. For example, according to Perse and Dunn (1998), multimedia moves computer display beyond text and merges text and image, audio and video, in a single, high-definition display. Images are clearer and have higher resolution than television, and sound quality is identical to that of compact discs. Further, delivery of multimedia by computer is non-linear and interactive. Williams et al (1988) pointed out that Interactive audio and visual presentations have greater potential for greater audience involvement. Perse and Dunn (1998) indicated further that the wide-spread availability of multimedia via the World Wide Web has made multimedia more accessible and convenient, and future research should explore displacement effects on television use as entertainment-oriented Web sites increase and offer multimedia presentations. According to Storslee (2001)'s study, Web pages with text, graphics, animation and sound performed statistically better than Web pages with text and graphics or Web pages with text-only. Storslee's Webpage media model (2001) predicts that Web pages with text, graphics, animation and sound provides the best content retention and Web pages with text, graphics, and animation are an alternative to Web pages with sound. His findings also imply that Web developers need to be aware of the speed of the network users will be using to access the content and how long the media they are using takes to download. Jin and Cameron's (2002) study investigated how multimedia features affect Web users' portal preference as a function of innovativeness, by analyzing Web users' cognitive processes during the use of a portal dominated with text and graphic features and a portal dominated with integrated multimedia features. Findings show that Web users across personal innovativeness levels have more higher-level cognitive processing and more favorable thoughts at a portal dominated with text and graphic features, whereas they have more lower-level cognitive processing and less favorable thoughts at a portal dominated with integrated multimedia features. Web users have more favorable experience in evaluation and elaboration at a portal dominated with text and graphic features, and they have less favorable experience in each type of cognitive processes at a portal dominated with integrated multimedia features. The portal studied in this research is vod.cnmaya.com. In this study, multiple media dominated portals and multimedia-dominated portals are distinguished by their different traits. Multimedia-dominated portals employ combination of text, sound, and/or motion video. It implies sophistication in both production and presentation than simple text-and-images. Conversely, even though some portals have some interactive and animated element, they cannot be seen as multimedia ones since they are dominated by text and graphics and their multiple media functions (if there are any) are not streaming and integrated. Vod.cnmaya.com is selected as representative of new-breed streaming and fully integrated multimedia dominated portals, aiming at providing diversified broadband services. Most of the contents are integrated and displayed in video and audio format via Internet media players. Lots of 3D and Flash animations as well as ads are contained. Unlike those traditional portals, vod.cnmaya.com integrates its channels and items display on the platform of multimedia. Research Questions As a multidimensional concept, interactivity is treated as a sum of its three dimensions. Important relations between a variable and a particular dimension may be obscured simply because the other two dimensions showed no relation with that variable. Further, when effects are noted, they may be attributed to a global concept of interactivity when only one or two dimensions of interactivity are driving the relations. Thus, it is important to isolate and investigate the effects of individual dimensions of interactivity as the literature suggested. More specifically, we are interested in investigating these dimensions by seeking empirical answers to the following research questions: RQ1: How do users perceive and feel about active control when browsing a Web portal with multimedia features? RQ2: How do users perceive and feel about two-way communication when browsing a Web portal with multimedia features? RQ3: How do users perceive and feel about synchronicity when browsing a Web portal with multimedia features? RQ4: How do user perceive and feel about vividness when browsing a Web portal with multimedia features? Method Although research has shown encouraging signs of the usefulness of perceived interactivity, researchers consented that the results should be treated with caution, because the studies all used different measures of interactivity and the measures tended to be confounded with affect or behavioral intentions. Liu and Shrum (2002) point out that "without an understanding of how participants perceive the actual interactive features, researchers run the risk of creating an invalid operationalization of interactivity" (p. 58) and argue that "a better understanding of the nature o perceived interactivity, and thus what interactivity means to users, might be accomplished through qualitative research methods that investigate the user's point of view" (p.59). Embracing these critical points, we employed think aloud protocol analysis to examine the users' actual perception and feelings about the different dimensions of interactivity evoked by a Web portal with multimedia features. Protocol Analysis The think-aloud protocol analysis technique has been used in the areas of education (Smagorinsky, 1989), speech communication (Hample, 2000), cognitive psychology, media studies (Eveland and Dunwoody, 2000; Light, 1999; Tremayne & Dunwoody, 2001; Hu, et al., 2001; Len-Rios, M. et al., 2002), and consumer research in marketing (Li et al., 2001). It is one of two verbal report techniques proposed and studied by Ericcson and Simon (1984). The purpose for using a think-aloud protocol analysis is to examine cognitive processing while an individual is engaged in a task or exposed to a stimulus. Li et al. (2001) mention that protocol analysis has been a technique central to qualitative research in exploring consumer experiences. Proponents of the technique argue that data generated from verbal reports are no different than those generated from other methods, such as surveys, reactions times, etc. (Ericsson & Simon, 1984). Participants Because think aloud procedure produces a large volume of verbal data and coding per respondent and the analysis of transcripts is lengthy, a relatively small number of participants –sixteen (Eveland & Dunwoody, 2000), twenty (Tremayne & Dunwoody, 2001), twelve (Hu et al., 2002; Len-Rios et al., 2002) – are normally selected. For this study, twenty native Mandarin (Chinese) speakers were randomly recruited from a local contact directory (with telephone numbers and/or e-mail addresses) of Chinese Students and Scholars in a medium-sized midwestern community. Equal numbers of male and female participants were selected. The sample is not meant to be representative of the Chinese population, but to meet quota requirements. Instead of being more representative of the general population, the participants in this study are more representative of target users of the Web sites. The mean age of participants was 26.35 years old, with ages ranging from 20 to 39. All twenty participants were graduate students. All of them have been using the Internet for at least one to two years, and most of them have been using it for more than four years. On average, all the participants spend at least 30 minutes to 1 hour visiting Web sites each day, and most of them spend one to three hours doing that. There are 13 participants have their own computer at home, with 12 of them using phone line and one of them using DSL/cable to get Internet connection at home. The sample then was composed of young, highly educated, Internet-literate Chinese, perhaps reflective of the select few in China with Internet access, as well as representative of the local Chinese in the community. Stimulus Vod.cnmaya.com was chosen as representative of integrated multimedia-dominated portals. By the end of the our data collection, most of the contents on the portal are integrated and displayed only in video and audio via Internet media players. There are 9 main sections: main page, news, finance, military, police, travel, entertainment, Chinese culture, and English channel. 3D and Flash animations as well as ads are contained. The reason that this study didn't select the most popular portals is to exclude the variable of users' familiarity with the Web site. Though two male participants have heard of vod.cnmaya.com before, none of them have ever used it, which provides the analysis an equal platform without the confounding variable of Web site familiarity. The study will focus on the cognitive processing difference that might be engendered by innovativeness and gender difference. The site uses Mandarin Chinese (simplified) characters and targets at Mainland Chinese users. Because the site contained a huge number of pages, it was discovered that it was impossible to download the entire sites for testing. Also, to present more naturalistic conditions, and prevent providing outdated news information, the Web site was used as loaded on that day of test. Participants were run within a twelve-day period. Equipment An audiocassette recorder was used to record the thoughts. A Pentium III Gateway computer with 128 MB of RAM was used for this study. It was equipped with a 17" monitor, a mouse, a keyboard, and used a high-speed Ethernet line for Internet connection. Speakers for sound were enabled. Internet Explorer5 was used because IE does not require a special Chinese platform for viewing Chinese characters. Pretest for Formal Study A volunteer participated in pretest to ensure the procedures ran smoothly and instructions were easy to understand and follow. Pretesting revealed that the time allocated to browse vod.cnmaya.com should be reduced from 20 to 15 minutes. Pretest participant noted that it was unnatural to stay on vod.cnmaya.com for such an extended period and there was little left that participant wanted to see or look at. Procedure Participants were greeted and it was explained that the study was about expressing thoughts while using Web sites, and that they would be verbalizing their thoughts while browsing vod.cnmaya.com. They were told that if they grew silent, they would be prompted to remember to verbalize their thoughts. Individuals were run separately in a university research center in sessions that lasted about one hour. As practice tasks for the think-aloud protocol were conducted, participants engaged in verbalizing thought processes as they solved simple to difficult mathematical equations, verbalizing their thoughts about the visual aspects of five pictures, and verbalizing their thoughts when browsed http://www.sogua.com, a Chinese Web site for music and movie searching. After the three practice sessions, participants engaged in the task of browsing vod.cnmaya.com for 15 minutes. The participants were required to verbalize their thoughts in Mandarin, their native language. They were allowed to follow any links, including those that took them to outside Web sites. However, they were required to return to vod.cnmaya.com after they finished browsing any outside Web sites. Data Analysis A two-step analysis was employed. The main unit of analysis was a thought. Thoughts were operationalized as sentences, phrases or single words that could be distinguished by pauses in speech. The audiotapes were transcribed from the protocol analysis sessions, and separated them into thought units. Coding categories were originally based on the work of Eveland and Dunwoody (2000), maintenance, orientation, evaluation, and elaboration. The variable maintenance was operationalized as reading Web site content aloud, word-for-word, such as simply reading the text, headlines, links or advertising. Orientation was defined as statements related to understanding the content or structure of a Web site. Evaluation thoughts were coded as stated judgments related to the credibility and quality of the Web site. Elaboration was coded as demonstrating that the participant was incorporating information into previously held knowledge or beliefs. Holsti's formula (Wimmer & Dominick, 1997) was used to calculate intercoder reliability. Two 2-hour training session is conducted. Two coders independently coded 10% of the data. The final intercoder reliability was then resulted as .97. The second step of data analysis included coding each unit of thought into one of the three interactivity dimensions (active control, two-way communication, and synchronicity) and the possible fourth dimension as vividness, with an aim to investigate the appropriateness and feasibility of employing a priori interactivity dimensions on a multi-mediated Web portal. In this step, only thoughts on orientation, evaluation and elaboration were used for qualitative analysis, because maintenance thoughts are just about reading Web site content aloud word-for-word with nothing to do with the concept of interactivity. Results Participants were asked to continuously verbalize what they were thinking or feeling while browsing vod.cnmaya.com. Overall, there were 2,544 thoughts coded for the 20 participants. The results provide distinctly identifiable responses corresponding to the dimensions of interactivity plus vividness. Exerts (translated from Chinese to English) from verbalizations are presented verbatim in this section, with gender and participants number (e.g. M1 refers to male participant #1; F1 refers to female participant #2) and type of thoughts (orientation, evaluation, or elaboration) in parentheses. The percentage of participants who indicated a given category or dimension of interactivity is reported as descriptive information. Because a small nonprobability sample was employed, the findings are not intended to generalize to a larger population but to examine dimensions of Web portal interactivity. Active Control For any users to perceive the interactivity of a Web portal, the site must enable users to customize the information flow and navigate conveniently. A interactive site should also offer users more control opportunities by making the Web structure more flexible; otherwise, users might feel dissatisfied and feel out of control. 95% of the participants indicated this dimension: "It looks like a sign to click – does that mean if I click through it I can see something out there? Let me pick something interesting to look at." (F1, orientation) "Nothing has been downloaded? How should I know which one is video and which is not?" (F2, orientation) "If I open two windows at the same time, will the two videos played at the same time?" (F3, orientation) "To make multimedia site, it might be a good idea to put some small picture on the site, which will let the user know what might be there in the TV or movie. If he or she doesn't feel interested, he/she can just ignore it. It will be more directional and easy to navigate." (F3, elaboration). "So strange, why it cannot get connected? What did I do? What's happened?" (F6, orientation) "Interactive TV? Does that mean I can pick whatever program I like? Should I choose broadband, narrowband, or high quality to watch it?" (F8, orientation) "I See… This is an interactive TV site. There are small symbols by each headline; if I click I can see the news. Oh, I can see it in full screen. Good." (F10, orientation) "Are all the pieces of news in video format? If so, I might be in trouble. There is no text news at all?" (M1, orientation) "This site looks attractive to me because I like to read news. I care about international news, not tabloid news. The news on this site looks professional. I might come here often in the future. I like the organization of this site. I can easily navigate and find whatever I want." (M3, evaluation, elaboration) "It seems not easy to navigate. I want to go back to the previous video, what should I do?" (M4, orientation) "Um, the sound has the priority to image, which is very good. When I am waiting for images to be downloaded, the sounds could make me feel relaxed." (M5, evaluation) "Great, just one click and I can watch the TV news." (M6, evaluation) "This site has a very pretty main page, but it is not very easy to navigate. What's going on there? There are media player on every page but I cannot see things there." (M7, orientation) "I like the organization and categorization of the content on the site, very easy to navigate. I like the way the site provide us "try and listen" function by each music piece. And I like those big pictures, easy for me to locate my favorite singers." (M10, evaluation) We found that most of the thoughts under the dimension of active control fell into the thought category of orientation, with some of them categorized as evaluation and elaboration. It seems that user's understanding of the content or structure of a Web portal may be closely related to the status or self-detection of control of the browsing behavior. The valence of active control thoughts is largely positive-negative balanced. Two-way communication Specifically for Web portal, two-way communication refers to the ability for reciprocal communication between users and the portal and users to users. On a portal, users can search information by inputting key word in the portal search engine; users can give instant feedback to the portal by registering as members and consuming other information by entering their personal information. However, our study reveals that two-way communication might not contribute a lot in portal interactivity. Only 30% of the participants indicated this dimension during their browsing: "What's this? Do I need to register myself to access to the chatroom?" (F3, orientation) "Let me input something in 'Search.' I have to type Chinese character? Interactive games… Seems there is only those big games and I have to set up an account and register as member." (F7, orientation) "Oh, there is 'feedback from the audience'. Take a look… Better not to register myself there. I like online games. Seems I need to apply for an account number. Do I need to use my credit card? Let me try to apply here and get an account here." (F10, orientation) "Let me see this…Need my user name? So weird. I do not want to enter my user name for each piece. Do I need to register myself? How to register? Why I cannot find a place to register? Any free registration available? Ok, I am done with registration. Let me enter my user name and password." (M1, orientation) We found that among the small number of thoughts under the dimension of two-way communication, the largest proportion of it fell into orientation category, with most them affectively neutral. It shows that two-way communication, though an important dimension to online ads or e-commerce sites, may not be a key indicator for an Web portal, which may be partially due to the main function of a portal is provide information without imperative trigger for user's instant feedback. Synchronicity Web-based interactivity involves communication among persons, the ability those persons have to control information and participate in active communication, and time – to load the message, to find information, to communicate with others, and the loss of time as the user gets caught in the flow of computer-mediated communication (McMillan & Hwang, 2002). For a Web portal, the synchronicity may refer to the degree to which users' input into a portal and the response they receive from the portal are simultaneous or very quickly, which might be influenced by the Internet connection speed or the user's expectations, which cannot be controlled by the portal itself. This dimension seems very strong for perceived interactivity, with 100% of the participants indicating it: "Uh… It might take me some time to load. It seems that the speed is kind of slow; it might be because the site's server is located in China. I am an impatient person, and I always hope to see many things come out… Just now I clicked two windows, but neither of them has come out yet… It requires too much patience." (F1, elaboration) "It is too slow. The server might have some problem." (F2, elaboration) "It (the video) will influence the connection speed. I will wait a little bit more, or I will not see it again." (F3, elaboration) "It's cool that everything is linked to a movie… But, it seems too much…Why not try to make some text-based news piece by piece. If the speed of Internet connection is not fast enough, I can at least look at some stuff." (F7, elaboration) "The bad thing about it is that it takes too much time to download. The broadband technology has to be well developed so that we can enjoy multimedia online better. How long do I need to wait? If that's the case, it is better to watch regular-format news on other sites; at least I do not need to wait. Though it is more vivid to see the moving images, it kind of wastes my time." (F8, elaboration) "It is just too slow. It is impossible for me to watch at home without fast Internet. This file is 1 minute long. Let's see how long it will take to download. It is just too slow…I can only read those headlines." (M2, elaboration) "Multimedia news sites just came out recently. Some of them are very successful. I think it is a trend in the future. To enhance the speed and help users to foster the habit of using it is the key for it to develop further." (M3, elaboration) "I am a little bit wondering about the speed. The speed is good so far. I can accept its speed completely, no problem. The image seems a little bit delayed, but the sound is good. It is still downloading…I am going to lose my patience." (M4, orientation) "Too slow… It is OK for me to wait for 1 minute. If it is 30 minute, I will be crazy. Speed is the biggest problem." (M7, evaluation) Interestingly, all the participants deem synchronicity an important indicator for an interactive Web portal, and most of them are negative evaluation thoughts. Internet connection speed and the time lag during video/audio loading seem to be something intimidating users to further use multimedia features. Many of them mentioned that they would rather resort to more traditional text-based content after trying and getting disappointed. Also, compared with orientation thought, evaluation requires more cognitive capacity and involvement, which may lead to the conclusion that synchronicity evokes more cognitive involvement than active control or two-way communication do when users are engaged in browsing of a portal with multimedia features. Vividness On a Web portal, rich media tools such as video, audio, and animation may be considered tools that increase vividness by enhancing the richness of the experience. There are 75% of the participants indicating vividness of multimedia features when they were browsing the portal: "I love the background music with strong rhythm. I like to see animation." (F2, evaluation) "Um… It is like you are watching TV. I like it." (F3, elaboration, evaluation) "It looks interesting. Very good visual effects." (F8, evaluation) "It is very interesting with moving image and music." (F9, evaluation) "Um…very flash, very creative. Oh, it is all in media player format. I can play it back and forth, cool." (F20, evaluation) "Here is flash at the very beginning. The sound effect is not bad. Normally I was irritated by the sound on a Website, but here it is OK, like watching TV. I like its interface." (M1, evaluation, elaboration) "Looks very innovative and creative. The multimedia technology is well employed here." (M3, evaluation) "I like the music and the flash and animation." (M6, evaluation) "I like to see those video clips on the screen, very creative. It attracts me to watch it more." (M10, evaluation) We found that most of the thoughts under vividness are positive elaboration, with some falling in the categories of evaluation. Integrated audio, video and animation on a Web site seem to be an interesting and creative innovation to portal users. Their first reaction when entering the site can be described as a happy surprise and they could not wait to give a try. Even when the active control and synchronicity problems damped their excitement, many admit that if connection permits, they wouldl still keep a positive attitude and just loved the vivid feeling and good quality multimedia might bring to them. Further, note that most of the thoughts were positive, which may imply that the vividness may be a plus to the perceived interactivity of a portal with multimedia features. Discussion and Implication This protocol analysis generated vivid evidence on what users think and feel when they are browsing on a Web portal with multimedia features. Dimensions of Interactivity of A Web Portal According to Liu and Shrum (2002), previous research found that goal orientation (whether participants are clearly informed prior to accessing information that they would search for online) may make a difference in findings. It was also proposed that active control seemed to be useful, but only in certain conditions such as goal-directed searches (Ariely, 2000) and not while surfing for pleasure (Bezjian-Avery, et al., 1998). Since our study ask users to view whatever they want, which is not goal-directed, there seemed to be a limit to the positive effects of active control. The result of our study suggests that, without a specified goal for browsing, user's understanding of the content or structure of a Web portal may be closely related to the feeling of control over the browsing behavior. Two-way communication may turn out to be not strong dimension or indicator of Web portal interactivity, compared with that of online advertising and e-commerce Web sites. The breadth and depth of this dimension may partially depend on both the structure and the function of a Web portal. Verity of feedback channels and promotion of two-way communication related functions (e.g. chatroom, discussion board, online dialogue between users and portal developers, and promotion of search engine use) may enhance the weight of this dimension in the conceptualization of interactivity for Web portals. As McMillan and Hwang (2002) mention, speed of response is a central concern of both developers and users of interactive media. The result of our study on synchronicity corresponds to the prior research that a longer delay tend to result in less favorable attitudes (Liu & Shrum, 2002) and synchronicity seems to be the most weighted dimensions of interactivity across all participants of this study. When significant delay is unavoidable because of the speed bottleneck at the user's end, using plain text may be helpful, which as been illustrated by users verbalized intention to resort to text-based content when the multimedia file downloading speed was slow. Dellaert and Kahn (1999)'s study found when users were not informed of possible delays, delay had a negative influence on their evaluation of their experience; in the informed-delay condition, users had expectations of delay. In our study, we did not pre-warn the participants that the loading might be slow, and many participants turned out to be negative about their experience. Further study may compare the result by lowing user's expectation via informing them the possible slow speed. According to the results of our study, vividness evoked considerable positive thoughts across participants. Whether it could be conceptualized and operationalized as the fourth dimension of interactivity might still be too early to predict, but as a key concept in consumer experience and telepresence, it might imply a direction for future study. User Cognitive Involvement The results show that different dimensions of Interactivity may be linked to distinct cognitive involving experiences. For active control and two-way communication, the dominant cognitive processing is orientation, the level of which is relatively lower than evaluation and elaboration. Vividness seems linked more to higher level cognitive processing as evaluation. Synchronicity turns out to be the most involved dimension when users engaged in an interactive environment as a portal with multimedia features, with mainly elaboration thoughts. For a better and more interactive portal, more cognitively involving experience should be facilitated to enhance user learning and deeper cognitive processing. Higher interactivity can also lead to better learning by enhancing users' self-efficacy, which might be studied in the future. Implications The purpose for which a user is surfing the Internet is a situational factor that can influence the user's preference for interactivity. Liu and Shrum (2002) categorize browsing purpose into two types: for information and for pleasure. When users browsing for information, the ability to control the way they obtain information becomes important, and other features of the Website might not be as attractive. When users browsing for pleasure, the ability to look around and experience the features of the Website may be important. Future study may make distinction between these two kinds of experience and empirically test how they may affect the perceived interactivity and Web site satisfaction. Motivation for engaging in interactivity may be another direction to follow up in Web portal studies. The preferences of different levels of interaction may be due to users' cognitive, social and personality status. Research in the future should reflect a person's motivation and affective state in online communication. The understanding of the distinction may help better utilize the interactivity elements, and reveal why certain dimensions of interactivity may be weighted more heavily than others, and thus the features associated with these dimensions may be perceived as not only more interactive, but also more useful (Liu & Shrum, 2002). 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