Content-Type: text/html A Multimethod Aesthetic Approach to User-Derived Internet Interface Designs Submitted to: Association for Education in Journalism and Mass Communication Communication Technology and Policy Divsion 1997 Annual Conference, Chicago, Ill. Melissa Camacho, David Weinstock [log in to unmask] [log in to unmask] Kevin O'Gorman [log in to unmask] Michigan State University 429 Communication Arts Building East Lansing, MI 48824 (517) 355-8372 ABSTRACT Technology alone will not facilitate an underserved community's free entry into the global Internet discourse. The method detailed in this paper suggests a means to discern Internet interface metaphors within underserved communities that can bridge cultural barriers to joining the Internet discourse. It further suggests an application of Iser's Aesthetic Response Theory as a means of creating community-derived Internet user interfaces for these communities. Introduction The Internet, a multitextual, interactive communication tool has the potential for serving as a globally unifying force by virtue of its capacity for multicultural discourse. However, as it is currently being constructed, the structure of the Internet favors a white, male, upper-middle class population.[1] Communities that do not share these characteristics, namely low-income and/or minority communities, are being left out of this "unifying experience." To date, most research projects aimed at closing the gap between communities that are served and not served on the Internet, have attempted to create a bridge by merely providing the necessary technology to access the Internet. But technology alone opens a door to messages that are wholly unfamiliar and often lack relevance to these populations because they fall outside the realm of the "idealized user."[2] Unlike other communication technologies, the Internet allows users such multiple relationships as accessors to, interactors with and creators of knowledge. Specifically, the World Wide Web (WWW) is "an environment [...] or a set of modes of interaction between people."[3] Because the Web is both constructed by and serves its participants, it tells a story about the world and the way each of the participants experiences it. The meaning of the Web, as it is being constructed, will be shaped by the "social and economic character of the communities which participate in and are constructed in its use."[4] Information has been cited by many as an agent to social change, serving "to motivate a change in attitude or behavior, to provide the how-to knowledge needed to improve conditions, or simply to create an awareness of an issue that may later lead to change."[5] The Internet is one of the means by which communities may "access, share, and disseminate" information to achieve political, social and economic goals.[6] The next logical step, then, is to assure that all communities have telecommunication facilities and services sufficient to meet their information needs.[7] Yet most underserved communities suffer from an inability to access or participate in Internet discourse. As communities without a shaping voice, they are unable to participate in this information exchange. By not being part of the discourse, members of these communities do not have a say in how the Web will be constructed. As a result their information needs are being ignored, as their exclusion from this process does not allow them the opportunity to ensure that the information being provided via the Internet discourse will be presented in a way that will be relevant to the goals of their communities. The bridge from Internet discourse to participant receptivity many times relies on interface design. In order to include these populations in the Internet discourse, Web interface designers need to create interfaces that include the perspectives of community members. It is by making the designs more inclusive instead of exclusive, that the Web becomes a more "globally unifying experience." The EmpowerNet project was designed to create sustainable access to the resources of the Internet for residents of three Lansing area public housing sites, which are overseen by the Lansing Housing Commission (LHC). It was intended to provide a residential model for low-income community access to and participation in the electronic information age. This project placed its emphasis on the aesthetic development of an interface design as a means of drawing participants into the Internet discourse. Conceiving of the EmpowerNet homepage as an interface, the project modeled a process of user-derived design. By designing a homepage that draws from the familiarities of the world of the residents of low-income housing communities, participants are guided from their familiar world to the unfamiliar world of the Internet. Our research provided the EmpowerNet designers with community-engendered metaphors. This way designers created an Internet interface from user-derived metaphors instead of designer-perceived metaphors.[8] This paper describes the second step of a two-part process of creating a beta version of an Internet interface. The first part of this process involved the use of a multimethod, extended case study[9] embodied in a three-phase discovery processDconsisting of participant observation, group interviews and focus groupsDin order to find metaphors to serve as cultural icons that best represented community members and their needs.[10] Designers used the data this process yielded to create an Internet interface based on the self-defined characteristics of these unique communities. Aesthetic Response Theory In The Act of Reading,[11] Wolfgang Iser looks at the relationship between readers and texts. A "text" is defined as a schema or "set of instructions" for establishing meaning. He recognizes that there is a relationship between the text and the reader, and that the characteristics of each must be carefully considered if communication is to be successful. His work brings forth two important concepts which, though centered on printed texts, can be applied to the realm of web page design to create a sturdy foundation from which the desired reader experience can develop.[12] While both concepts, each part of Iser's aesthetic response theory, investigate "meaning creation," the first shows that meaning is generated by an asymmetrical, contingent relationship between the text and the reader, and the second shows how the reader can be guided into creating meaning through the use of textual "gaps." As the reader performs the text at the author's predesigned pace, the reader begins to anticipate the as-yet-ungiven information. The reader develops expectations, starts to synthesize meaning from the given and not-given information. By controlling the rate of information flow, and which bits of information are revealed, the text determines, for any moment in time, what portion of the "created meaning" is based on information and what portion is based on supposition. By the same token, the reader's past experiences, perhaps including the author's previous works, determine how the reader will interpret and interpolate the information that is revealed. Thus, the meaning of the text is contingent on the reader, but the author controls the extent of interpretive freedom by regulating the rate and amount of information divulged. What does this mean in terms of web design? Iser's analysis of the relationship between a text and a reader can be extended to a web page and a user, and the relationship is asymmetrical. That is, the digital text holds all the information potential and in order to get it, the reader must follow the text's rules. If one wishes to attract non-participants, build their confidence and hold their attention, it would seem that the designer must divulge the necessary navigational information quickly and completely, thus restricting the user's ability to stray too far from the desired meaning of the interface metaphor. At the same time, though, there must be enough flexibility for the user to synthesize a meaning that fits within his or her experiences and is thus useful and attractive. The design that has been followed by the majority of designers up to this point is to release the information in a style that does not consider the users and requires the them to discover the correct position from which to interpret what they are given.[13] As Iser points out, every text automatically constructs a "subject position," an optimal framework or point-of-view from which meaning can be created such that the experience of the reader is closest to that which the author desired. Only, to discover the intended meaning in most current Internet scenarios, the user must surrender her/his current position to that required by the text. More emphasis needs to be given to the information the text supplies and less to the experiences the user supplies. If the desired position has very little in common with the user's position, the construction of meaning is forced. This scenario will work, but it only stands to reason that the less effort expended by the user, the better the odds are that the user will remain with the text and the desired experience will be found. Iser points out, if the user fails to find the correct subject position, at best she/he will experience only a shade of the desired meaning, at worst she/he will experience "cognitive dissonance"--utter confusion and frustration.[14] Should this occur, the designer will not only have failed in exposing the user to a new experience, but may have turned that person away from any further attempts of achieving it. Iser argues that in order to gradually "move" readers toward a new subject position, or in this case a new mode of communication, and avoid cognitive dissonance, the experiential text must be in a language that can be understood. He suggests the easiest and the most efficient way to make this transition is to start with the familiar, or in this case, metaphors that are familiar to the readers and their current subject position.[15] By doing so, any initial confusion or apprehension of entering the unknown is minimized. The interface must speak to the users in a way that is appealing and familiar to them, in a way that lets them call upon their past experiences to help create meaning. There are many ways in which interface designers can attempt to "speak" to the user. On a basic level, the use of color, graphics, and animation are several ways in which this can be done.[16] As in all visual media, textual color can express emotion, mood and characterization. Visual signs, such as familiar icons and other graphical symbols, can also be used. In a similar vein, graphical user interfaces (GUIs) using familiar metaphors have also proven to be successful in representing familiar environments and attracting new computer users.[17] Just as Iser moves the reader of a written text to a new subject position by linking with points of reference associated with the reader's past, metaphorical GUIs can also move a user to a new subject position by creating an environment where the user's past experiences are valid. GUIs for computer software are supposed to be designed to communicate with the broadest audience;[18] to make the GUI too specific is to exclude possible users. But current interfaces rely on representative icons which assume a user's familiarity and make certain cultural and functional assumptions with the function of the object represented. In other words, if someone does not recognize the object represented in the icon, it may be difficult for that person to correctly bridge the gap between the icon and its function.[19] Hence, many icons in use today need to be replaced by more cross-culturally prevalent symbols which potential participants may better understand. They must focus more on conveying the concept of the task rather than the concept of the object associated with the task. Designers need to strive to make the "tools invisible to the task".[20] While the above describes when meaning is created, Iser's second concept describes how it is created. He does this through the use of information gaps. (This is not to be confused with Information Gap Theory.) Gaps appear when two pieces of information are given by a text but they seem unrelated to each other by the reader. When a relationship is not apparent based on the information given, or the reader's previous experience, the reader attempts to create connections or bridges between the bits of information by synthesizing her/his own meaning. Iser focuses on this meaning creation. For him, bridging these gaps is how one finds meaning in any text.[21] Iser divides these gaps into two categories: blanks and negations. As one experiences a text, the mind, whether consciously or subconsciously, tries to find patterns or connections, and is constantly trying to predict logical outcomes for the next action. When these predictions are tested and are shown to be valid later in the text, the person feels more confident, the pattern is reinforced, and the reader begins to identify more with the experience. Iser calls these reinforcing gaps "blanks".[22] They connect apparently unrelated concepts into a logical string. When the prediction proves to be false, or the synthesized meaning does not seem to fit, the reader can feel confused and disoriented, unsure of what is being experienced. The mind immediately begins reformulating the connections and the meanings, based on any new information. These gaps are called "negations," for they call for a rethinking of the experience.[23] At this point, the viewer must restructure the connections, maybe with a more figurative approach. The above discussion can be extended to include hypermedia when the product, such as a web page, is viewed as a text. The structure of Iser's theory parallels the structure of the Web itself. Like the local and global levels of Web navigation, Iser speaks of the syntagmatic and paradigmatic levels of a text.[24] On the syntagmatic level, bits of information and meaning are connected in a linear fashion according to structural rules, much like grammar. In a paradigmatic sense, the same piece of information can have multiple meanings, or multiple possible meanings. To ensure that the reader's experiences are the ones the author desires, it is up to the author to leave just enough clues to guide the experience. This perspective is shown in Figure 1. First, if the participant's interpretation of B is correct, she/he builds a syntagmatic link to C. If a different facet of B was intended, the reader may end up on a misdirected or meaningless path. The reader of the text must then back up and alter the paradigm being used to create meaning. The result is a different, yet equally valid meaning for C, which nonetheless maintains the logical flow of the text. Figure 1 - A Paradigmatic Shift in a Text [--- Pict Graphic Goes Here ---] Using gaps as tools, a text creator can guide a reader along a syntagmatic line using the connective blanks, as seen in Topic B in Figure 2 below. When a reader follows a path in a website, that reader inserts created meaning to bridge what is unstated, resulting in a logical and meaningful flow. If one switches topics half-way, like from B3 to C2, whether by accident or on purpose, there is no longer a one-dimensional flow. Confusion or disorientation from this shift is avoided because the syntactic tools acquired along the way remain constant. Despite the paradigmatic shift, they still work in this new environment. The same syntagmatic system works in topic C. Because of this consistency, one can venture out into the global portion of the Web confidently, which is but the first step in having a voice in the Internet discourse. Figure 2 - A Paradigmatic Shift on the Web [--- Pict Graphic Goes Here ---] By experiencing a number of reinforcing blanks early on, it is possible that the reader will see a negation as an obstacle to be overcome rather than a barrier to be surrendered to. Thus, in designing the interface, particular attention must be paid to including familiar texts at the beginning of the session. The participant's cognitive effort should be focused on linking known concepts, not interpreting unknown ones. To maintain a user's sense of orientation and avoid too many negations, the designer of a hypermedia text must support local and global navigation at the visual level. While this may be easier for software designers because they have an implied user group (e.g., a population defined by market research), to be effective, as stated earlier, a web page designer must anticipate users with varying levels of skill and collected experiences, because they have no way of monitoring or controlling who accesses their work. By incorporating multicultural metaphors, the designer increases the publication's readability, that is to say, the text communicates more clearly with a greater number of users.[25] In designing interfaces, the designer must not impose metaphors, but understand what metaphors will work best with a particular community of users .[26] Or to say it another way, effective metaphors invisibly permeate computer interfaces[27] as visual "map[s] between two concepts".[28] To be useful, the metaphor must be relevant to the reader's personal experiences. By identifying with the metaphor, users can rely on the synthesized "meaning system" to navigate through and access information on the World Wide Web. The EmpowerNet Pilot Project Financed by a federal grant to channel youth activities toward computer learning and away from drugs, the Lansing Housing Commission built three "Computer Learning Centers" in three of its subsidized housing communities. The centers provide these communities with networked PCs and a limited collection of commercial and "shareware" computer software. LHC later added two Macintosh computers to its existing networks in each center, from which residents could access the Web and other Internet functions. The EmpowerNet staff provided training, technical support and Web design services. In exchange, LHC offered the Michigan State University Telecommunication Department the opportunity to interact with residents with the goal of creating a community Web site. LHC provided sample populations for research purposes. The Michigan State University team used a three-phase research method and design process to create the community-engendered home site. Phase I consisted of 16 weeks of participant observation and group interviews aimed at gathering audience demographics, familiarizing the team with daily activities at the community Computer Learning Centers and learning how community members used the computers and software. The data collected here enabled the design of two interface design prototypes to be used in Phase II. This second phase involved focus groups whose main intent was to evaluate the resident's specific responses to these prototypes. In Phase III, designers were able to extract both information and metaphors from the data collected from both these phases in order to design an interface that better represented that community. Phase I: Participant Observation and Field Interviews EmpowerNet researchers used participant observation and group interviews in combination to gather information about the community as it went about its daily experience without disrupting the community's routine. From these methods, researchers discerned the primary users of the Computer Learning Centers were children, aged 7 to 18. They used the centers primarily as an entertainment system, although the games they were allowed to play during weekday hours were educational. Staff members would often play these games with the children or compete among themselves. Adults other than staff members were female and lesser in number. Those who were there used the computers for work training and career enhancement purposes. Youths and staff were observed using all three genres of software at the centers: games, business and education. Only non-staff adults were never observed playing computer games. It is also important to note here those who were not observed using the computers. For example, there were no elderly residents observed in the CLCs at any time. There were a limited number of female adults and no male adults observed. Another significant observation is the use of game-like learning programs by participants. These programs required the participant to navigate through the exercises to solve puzzles or answer questions. Youths seemed to prefer programs with more color, motion, animation and sound. Programs with greater amounts of text and even static art seemed to be subject to less use by youth participants. Using the data gathered throughout this observation period, questions were asked in group interview settings in order to give homepage designers some general information about the needs of this specific community, both outside and inside the CLCs. EmpowerNet research designers chose group interviews as a means to develop detailed understandings of the culture itself. Open-ended questions were designed to yield detailed, descriptive answers to bridge the intersubjectivities between community members and researchers and to develop a holistic description of who and what an LHC community is.[29] (See Figure 3) Figure 3: Group Field Interview Questionnaire: 1. What is your sense of community? What is it? Who is it? What is its purpose? 2. What is good about your community? What is not so good about your community? 3. What kind of information is important to your community? Where do you get your information? 4. How much computer experience do you have? 5. Do you use computers at home? At work? At school? 6. What do you know about the "information superhighway"? 7. Have you heard about the Computer Learning Centers in some of your communities? 8. What do you perceive their benefits to be to members of your community? To which members? 9. What do you perceive their disadvantages to be to members of your community? 10. What images come to mind when you hear the term "empowerment"? [--- Pict Graphic Goes Here ---] Throughout the interview process, potential Web participants identified particular "needs" that they needed to be fulfilled. Daily activities, such as child care, educating children and training for work programs were included within their lists. Metaphors native to the community were also uncovered. For example, when interviewing the CLC staff, it was discovered that their motto was: "Teach, Teach, Teach...and Teach Some More." This identifies education and teaching metaphors as ones with which the participants of the CLCs can easily identify. Upon questioning respondents about their information needs and the channels through which they obtained such information, most participants identified what they deemed the more "traditional" forms of mass media: community bulletin boards, newsletters, newspapers, radio and television. Not a single respondent referred to computers as a source of information, even though they were aware of them and their presence in the community. In fact, many respondents expressed surprise upon learning that computers could provide them with information that could help them fulfill the tasks they had just identified. Some younger respondents had thought about e-mail as a source of interpersonal computer mediated communication, but they had given little thought to how they could obtain information from a computer or from the World Wide Web. Adults who did not use computers confessed to heavy work and child-rearing schedules that prevented them from using the centers. Overall, however, they expressed a need for better communication tools for obtaining information on issues relevant to them, such as child care and youth recreation information. Interestingly, several of these women's children were very active in the Computer Learning Centers. There was an array of reactions towards the "empowerment" metaphor among respondents. While some being interviewed expressed unfamiliarity with the term, the overall remarks connected this metaphor with ideas of self-sufficiency, power, ability to do new things, strength and finally, "being better than anyone else." What was evident throughout the field interviews was that the residents saw themselves as part of a larger society, but viewed themselves as having specific needs that may differ from those outside their residential communities. These specific needs and their unique characteristics are what was needed to be pulled out by designers. Thus, the scope of appeal of the homepage becomes larger as now the community can be included in the Internet discourse. PHASE II: Creation of Prototypes and Implementation of Focus Groups Because this study was designed in the ethnographic tradition, we chose focus groups because of their emphasis on dynamic group interaction and their ability to yield data on specific topics in a short period of time.[30] At the center of our research lay a number of interactive processesDthe interaction among residents and computers; the interaction among residents while they engaged in computing activities within the CLCs; the interaction among residents and staff members within the computer learning centers; the interaction among community residents and the LHC; and the interaction between community residents and the local health and human services community. Focus groups provided an interactive environment we hoped would mimic the very relationships we wished to study. Focus groups also lent themselves to this situation because they are an especially useful technique when the subject matter differs sharply from the researchers' experiences.[31] In this case, the subject matter in question was how underserved communities interacted with information technology. To this end, the research design team created a model for focus group question design. (See Figure 4.) The model assumed the Internet would be used as an interactive communication tool. Researchers set about designing focus group questions based on a three-way chart consisting of communication tasks by communication tools by participants. In other words, questions were to be designed to gather relevant information from various categories of community residents (i.e., computer users, non-users, adults, children), who used various Internet applications (i.e., email, Netscape Navigator, etc.) to perform various information-related tasks (i.e., information gathering, distribution, communication, socializing, etc.). In setting up our focus groups, we chose a more formal approach because the second part of our goal in this phase was to showcase a group of pretest interface designsDprototypesDto community members and to seek their reactions to them.[32] These prototype interfaces consisted of computer screens residents might encounter on their way to connecting to the Internet using CLC computers. Each prototype represented an interface metaphor whose design was derived from the information we gathered from both the participant observation sessions and the group interviews. This latter task was yet another reason why we chose focus groups as our method in this research phase. Focus groups allowed us the opportunity to perform the vital function of "member checking"[33]D"presenting (our) tentative conclusions (i.e., prototypes) to the participants as topics in a focus group discussion."[34] Using the information gathered from the group interviews, prototypes were designed for the second phase of the research process. The significance of this phase is great: here the designers sought what elements were needed to be included in a homepage interface design if it was to serve as the LHC "invitation" into the Internet discourse. The focus groups provided an opportunity for the designer to see how the potential user might begin to move into this new "world" of the Internet. Based on this, the homepage designer could then begin to create a design which will better facilitate this process. Focus group questions were designed to extract data on the familiarity and activeness of the two homepage prototypes in accordance with the needs of each of four participant groups within the housing communities.[35] Specific questions were asked regarding how the participants would navigate through each of the designs to obtain the information they desired. Questions were also asked regarding the specific meaning of the icons. (See Figure 5) FIGURE 5: Teen Questions 1. If you're going to play Prince of Persia, where on this screen would you click your mouse? 2. Where on the screen would you go to do homework? 3. Where on the screen would you go to find out where you could sign up to play basketball? 4. If you were going to write a letter to someone, where would you go to do that? 5. If you were to break this picture apart into pieces, like if it were pieces of a puzzle, how would you do it? 6. If this is a screen on your computer and you have decided that you want to find more information about Michael Jackson where would you go? Where would you not go on this screen? 7. I am going to point to several of these pictures and ask you to tell me what it makes you think of when you see them: (Living Room) (Carnival) the wrench the cross the heart the baby bottle the microphone computer book question mark shield guitar envelope playground 8. Now I'm going to show you both screens at the same time. Which of these do you like the best? Why? 9. What is it that you like about the pictures on the screen? What is that you don't like? 10. Now I'm going to show you each one separately again and ask you the same question for both. Is this the one you would like to use? Is there something in particular that you like or do not like about this screen? Designers created two interface prototypes to represent two different approaches to participating in the Internet discourse. These prototypes were based on researchers and designer's joint interpretation of the data collected from field observations and interviews. The first prototype, entitled, "Carnival" (See Appendix), assumes an active navigational approach. In this design, four quadrants are formed by paths that are drawn throughout the design. Users enter "into" and travel "around in" the design in order to locate the icon that will yield the information they are seeking. The four quadrants themselves are each labeled as specific areas in which particular information can be drawn. "Working World" depicts information regarding career and job searching, training, and related areas. "Playland" was designed for obtaining information on entertainment, including music, sports, and other recreational activities. "Service Center" provides information on community activities and resources, including health, child care, and community organizations. Finally, "Area of Knowledge" is dedicated to educational resources. In the center of the design is access to information from the Housing Commission, as well as access to e-mail. The second interface prototype, titled "The Living Room" (see Appendix), represents a more static approach. The design, comprised of a large television screen and a remote control within a living room-type setting, provides a sedentary, push-button environment in which the user does not have to "move" throughout the design in order to locate a given icon. Instead, s/he simply presses an icon-clad button located on the remote control panel, and the first layer of information appears on the television screen. The icons themselves are simplistic: an envelope for e-mail, a book for education, etc. The wire network located on the side of the design represents the connection between the user and the "outside world" of the information superhighway. Focus Group Results Four focus groups were conducted using the questions described above. "Carnival" was positively received due to its navigational structure, its colors and variety of graphics. The "roads" dividing the screen into quadrants and the paths within each quadrant gave many respondents a sense of "wandering" and "exploration." Many respondents started that the "carnival" design was more "open", and offered more choices in direction, stating that the possibilities are endless." Several respondents commented on how the overall design was more "self-explanatory", in that they would venture to navigate through it on their own. However, for some respondents, particularly among the adults, the same design often proved disorienting when used as a guide into the Web. Several respondents indicated that the design was "too open" with too much clutter. Often times icons were missed, such as the mailbox representing e-mail, because there were too many graphics on the screen. Many respondents commented on the lack of icon labels, and they could not understand the meaning of the icons or where it was they were to lead them because their designs were unfamiliar to them. For example, the red cross icon, intended to represent a hospital or "health care" in the Service Center quadrant of the design often evoked some confusion among respondents, as many of them automatically associated the "cross" with "church" or "religion." Others could not identify with the role of the Playland quadrant for anything other than the actual playing of games. Any discussion regarding actually signing up for sports or other recreational activities leaned towards the Service Center area. And for most, the Housing Commission was their "Service Center," and respondents had a difficult time separating the two. Having a more centralized area to complete all tasks was important to the respondents. Meanwhile the "Living Room" design was primarily dismissed among respondents due to its lack of navigational structure. Respondents often referred to it as "boring." Children, in particular, both young and older remarked that the design itself had little to offer them in terms of "helping them" locate the information they want; "It don't look like nothing..." was a response often heard. While most respondents understood the meaning of each icon and where it was to guide them, the younger respondents found the lack of navigational process leaving them with little interaction with the text itself--a process that is already familiar to them. This lack of activity left them searching for a more dynamic process when trying to understand the context of the homepage. Many of these respondents, when asked to determine which icon to press to obtain certain information, sought the power button or another graphic that would tell them where to go or "lead them" in a direction where they could obtain the particular information. On the other hand, while the static nature of the "Living Room" design was greatly disliked, the clear meaning of many of the icons on that screen were well received and appreciated. Adult respondents noted that the "Living Room" design may perhaps be simpler for younger children to use despite its static design and structure. The adults themselves overwhelmingly preferred this static design for their own personal use. Upon analysis of the data, it was evident that the younger participants of the CLCs preferred the navigational structure of the "Carnival" design, while still requiring a metaphor that would allow for a consistent and self-evident navigational structure. While the adults preferred the more static nature of "Living Room," they also agreed that despite the design they wanted a "set of instructions" for navigation. While exploratory nature of the Internet was something that was attractive to all the respondents, there was a fear of becoming overwhelmed by the immense amount of data the Web provided. In an effort to avoid this from happening, the designers must keep in mind at all times the need for these instructions and incorporate them into their design structure. Phase III: Designing the Homepage The third step of the project was a first attempt at user-created or feedback-based design. Keeping the need for a simple but consistent metaphor as a means of guiding potential participants into the Internet discourse, designers began to develop an interface to yield maximum navigational abilities. The design, while not intending to "shut out" participants of the Internet discourse, sought to appeal to the logic and needs of the LHC residents so that they may be included in the Web discourse. In conceptualizing this design, homepage designers returned to the transcripts created throughout the research phase of the project in order to generate an overall "user profile" for the Computer Learning Centers. First, designers looked for key descriptors the LHC community members provided about their needs and interests outside the Computer Learning Centers. Among these descriptors were: 1. Ethnic minority composition including African-American, Asian and Latino populations. 2. Community residents felt a need to feel "part of" of the greater Lansing area, and not simply part of the Lansing Housing Community in which they were living. 3. Adults interested in obtaining information on day care, schools, employment, adult education, health care, and community security outside of the LHC. 4. Teens interested in seeking athletic opportunities outside of the LHC. 5. Teens interested in seeking information on popular culture. The second part of this profile includes data giving details about the current interests and habits of current Computer Learning Center participants: 1. Users primarily children with short attention spans. 2. Overall lack of computer/technical experience among staff/ adults. 3. Children interested primarily in computer games. 4. Children view computer learning center as another playground. 5. Parents have little time to "browse" homepages. 6. Little/no interest in things lacking relevance to them. 7. Hardware used for entertainment. 8. Kids interested in popular information over educational resources. Finally, designers also established a "design criteria" with the purpose of addressing the needs of the community within the homepage interface design. Among these criteria were: 1. Teach Internet skills within a fun and interesting interface. 2. Animation to attract younger users. 3. Use images that tend toward universal meaning. 4. Attention to ease of use, especially in navigation tasks and contexts. 5. Links has some relevance to the young as well as older population. 6. Menu bar on the gateway frame had function keys to find more frequently used areas, such as email. 7. Page length kept short 8. Include a "contents" page to aid in navigation. 9. Use readable fonts for important information such as dates, times, places, phone numbers, etc. 10. Icons colored to reflect racial-self-images within the community. 11. Information provided has potential to "empower" community residents if they so choose. Using these profiles and criteria, designers developed a multi-layered navigational design model using the Solar System as a metaphor. The Solar System was chosen for two reasons: first, because designers wished to convey a feeling that there was a larger "universe" that surrounded the LHC communities that they would experience; secondly, the "space" theme mimicked some of the themes of games the communities' children were playing in LHC CLCs.[36] Furthermore, the Solar System metaphor was adopted because: a) area school science departments had children already studying the planet Earth and its place within the Solar System, and b) that it helped sell the notion of the Internet as a "system" that they, as navigators, might be a part of. These elements provide ideas for an asymmetrical design in which icons for starting points from which to enter the Web. The first layer of the homepage consists of planets or "worlds" such as Play World, Work World, Learn World and Care World, each from which specific information can be obtained. The planets revolve around a sun which contains a map of the state of Michigan. It also functioned as a "central" Neighborhood Information Center. Designers even created an "Asteroid Belt" within which non-categorizable services such as e-mail, news and weather and a community calendar were placed. The organization of the Solar System allows for a controlled amount of information to be released on the onset. It is the information immediately necessary for the user to continue navigating through the multi-layered entrance into the Internet. The Solar System design allows users to string multiple texts into a logical string; the planetary structure allows for blanks to be created between the icon and the user. When a user navigates her/his way through the interface system selecting a planet, they are immediately linked to a second layer of text within the homepage site. Here, links are created as an index of categories appear, indicating the different kinds of information available at each planetary location. Thus, there is a logical connection already established between the planet and the multiple categories of information from which they can draw from. As a result, the user does not have to worry about "logic bridges" between the two, facilitating their navigation into the Web. Once selecting the category s/he desires in the second layer, the actual information source appears. It is at this third level where users are linked to Web information resources that are not specifically designed for LHC residents. In other words, at this point they will access the same information other non-LHC Internet users access. Part of the challenge to designers was to determine where each category of information belonged. Many categories, including child care, safety and security, and education are often areas that are central to the Housing Community Centers, but are also separate categories within the broader spectrum of the Internet. Designers had to exercise caution in order to not create indexes that would cause a series of negations among the users as they navigate through the solar system, but to also ensure that the users would be able to ultimately reach the wider discourse on the Web. While this design is being created based on the information provided by this one community, the design itself is not tailored to this group of users specifically. Instead, the design will be flexible enough to allow current users as well as potential users to navigate through it in order to obtain information as well as to participate in the Internet discourse. However, there will be elements within the design that will make this gateway into the Internet discourse more appealing to members of the Housing Communities, thereby serving the specific needs of this unique community through the widening of the textual address system. By infusing their own experiences into their Web page, the housing community residents have helped to create model which facilitates communities who wish to participate on the World Wide Web. This, in turn, may serve as an invitation to those community members who do not perceive themselves as both welcome and able to participate in the on-going Internet discourse. Conclusion The method detailed in this paper represents a means by which cultural barriers to entry into the Internet discourse can be bridged. It proposes a method to discern communication interface metaphors useful in aiding underserved communities to establish Internet discourse. The key to understanding the community for which the design is being developed is the degree to which designers can enmesh their interface design skills with the traditions of the community the interface will ultimately serve. Iser's theory of aesthetic response suggests that the creation of meaning within a text relies on the contingent relationships that are established between the text and the reader. This asymmetrical relationship allows the text to guide the reader into creating meaning based on the logic bridges formed between textual elements. When creating a homepage interface design that can be universally understood through the process of meaning creation, characteristics of both the (text and the reader-performer) must be carefully considered if this asymmetrical relationship is to be established between the two. By infusing their own experiences into their web page, the housing community residents have helped to create a text that begins in a subject position familiar to people from similar backgrounds, thus making for a more inviting gateway into the Internet. By creating this attractive gateway this model not only facilitates communities who wish to participate on the World Wide Web, but may serve as an invitation to those community members who do not perceive themselves as both welcome and able to participate in the on-going Internet discourse. The ethnographic tradition used in this extended case study method creates a process by which prototypes are first developed, then fine-tuned by means of interactive testing and retesting by potential users. As mentioned earlier, this method constitutes a qualitative adaptation of an accepted method in usability testing called interactive prototyping.[37] And yet, after an extended case study, prototypical designing and participatory testing and retesting, the resultant interfaces are merely ready for introduction to community computer users. The next step in this process must necessarily be usability engineering studies. These quantitative studies focus first on the system acceptability of the interface, then look at overall usability. Acceptability deals with the question of whether a system is good enough to satisfy all the needs and requirements of potential stakeholders, such as participant community members and the LHC. Overall acceptability is a combination of social acceptabilityDdo stakeholders like the way in which it accomplishes its taskDand practical acceptabilityDdo users believe it accomplishes that task in the most efficient manner possible. Once acceptability is established, the second phase in usability studies is to determine usefulness. Here the question is whether the interface can be used to achieve the system's desired goal. This question is traditionally considered by examining the interface's utility and usability.[38] Utility addresses whether the interface's functionality can do what is needed and usability, the question of how well users can use that functionality.[39] The ethnographic extended case study, coupled with the qualitative interactive prototyping we illustrated in this paper, represents the first step in interface design. Once pretested prototypes await introduction into target communities, usability engineering must necessarily be the next step in this multimethod process. Future studies in this area will address research designs useful for usability studies of completed products awaiting community introduction. [1] Marcus, Aaron. "Human Communications Issues in Advanced UIs." Communications of the ACM 36.4 (1993): 100-10; Falk, Jim. "The Meaning of the Web." University of Wollongong: Department of Science and Technology Studies Home Page (1995): n. pag. Online. Internet. 8 Nov. 1995. [2] Newell, Alan F. "Interfaces for the Ordinary and Beyond." IEEE Software 10.5 (1993): 76-79; Rideout, Tom. "Changing Your Methods from the Inside." IEEE Software 8.3 (1991): 99-101. [3] Schuler, Doug. "Community Networks: Building a New Participatory Medium." Communications of the ACM 37.1 (1994): 38-52. [4] Falk, "Meaning," Online. [5] Hawkins, Robert P., Gustafson, David H., Chewning, Betty, Bosworth, Kris, Day, Patricia M. "Reaching Hard-to-Reach Populations: Interactive Computer programs as Public Information Campaigns for Adolescents," Journal of Communications, 37.2 (1987): 8-28. [6] Hudson, Heather, "Toward Universal Access to Information," Media Studies Journal, Winter 1994: 138. [7] Hudson, "Access," 138. [8] Lovgren, John. "How to Choose Good Metaphors." IEEE Software 11.3 (1994): 86-89. [9] Burawoy, Michael, et al. "The Extended Case Method," Ethnography Unbound: Power and Resistance in the Modern Metropolis. Berkeley: University of California Press, 1991, pp. 271-287. [10] Habermann, Frits. "Giving Real Meaning to 'Easy-to-Use' Interfaces." IEEE Software 8.4 (1991): 90-91. [11] Iser, Wolfgang. The Act of Reading: A Theory of Aesthetic Response. Baltimore: Johns Hopkins, 1978. [12] While Iser focuses his work on linguistic text, his approach is also applicable to pictorial text. For further discussion of this application please refer to Allen, R. "Reader-Oriented Criticism and Television." In: Channels of Discourse, Reassembled. R. Allen, (ed.) Chapel Hill: University of North Carolina, 1992. 406pgs. [13] Laurel, Brenda. (ed.) The Art of Human-Computer Interface Design Reading: Apple Computer , 1990. [14] The Act of Reading pg. 94 [15] The Act of Reading pg. 96 [16] Zettl, Herbert. Sight Sound and Motion: Applied Media Aesthetics. San Francisco: Wadsworth, 1990. See also Rieber, Lloyd P. "Using Computer Animated Graphics in Science Instruction with Children." Journal of Educational Psychology 82.1 (1990): 15-19. [17] Piller, Charles. "Macintosh Mystique." MacWorld 11.2 (1994): 112-119. [18] Marcus, Aaron. "Human Communications Issues in Advanced UIs." Communications of the ACM 36.4 (1993): 100-10. [19] Rideout, Tom. "Changing Your Methods from the Inside." IEEE Software 8.3 (1991): 99-101. [20] Norman, Donald A. "Why Interfaces Don't Work." Human-Computer Interface: 209-220. [21] The Act of Reading, pg. 180. [22] The Act of Reading, pg. 182. [23] The Act of Reading, pg. 212. [24] The Act of Reading, pg. 216. [25] Thuring, Manfred. Jorg Hannemann. Jorg Haake. "Hypermedia and Cognition." Communications of the ACM, 38.8 (1995): 57-60. [26] Lovgren, John. "How to Choose Good Metaphors." [27] Erickson, Thomas D. "Working With Interface Metaphors." Human-Computer Interface: 65-74. [28] Lovgren, John. "How to Choose Good Metaphors." [29] Weiss, Robert S., Learning From Strangers: The Art and Method of Qualitative Interview Studies, New York: The Free Press, 1994. [30] Vaughn, Sharon, et. al., Focus Group Interviews in Education and Psychology, Thousand Oaks: Sage, 1996. [31] Morgan, David, Focus Groups as Qualitative Research, Thousand Oaks: Sage, 1996. [32] Morgan, Focus. [33] Marshall, Catherine and Rossman, Gretchen, Designing Qualitative Research, 2nd ed., Thousand Oaks: Sage, 1995. [34] Morgan, Focus. [35] Each set of questions was tailored to a specific age group (teen participants, young (7-11) participants, adult participants and staff members). These groups were subdivided according the existing organization LHC used to allot access times to the CLCs. Therefore, focus groups tended to consist of groups of people who were already used to interacting with each other. This was especially helpful when questioning the children. [36] Subsequent discussions "downsized" the universe metaphor into a Solar System metaphor because designers believed it would be more instructional to create a navigational system that was based on a concept that was conceptually more familiar to the audience. The notion of a "universe" was believed to be "too grand" a concept for children, who are the system's main users, to grasp. [37] Nielsen, Usability. [38] Grudin, J., "Utility and Usability: Research Issues and Development Concepts," Interacting With Computers, August 1992: 209-217. [39] Nielsen, Usability. EMPOWERNET Internet as INTERACTIVE communication tool Model: Comm. Task X Comm. Tool X Participants INTERFACE TASKS (strengths to build on) (Can be FACILITATED via the Internet) DESIGN--> simplicity (clear interface and -->Get Information on: interactivity) -child care(adults) consistency -child's schools (adults) -athletics (teens) -pop stars/pop culture (teens) -employment (adults/teens) -adult ed./training (adults) UTILITY--> speed -community security (adults) (useful) contextuality ("language") -other communities(adults/teens) -health and sex ed. (adults/teens) -->Distributing Information on: -community events (staff) APPEAL--> engagement (invites user participation) -education/training workshops (staff) depth (reward)-->linkages -health and sex ed. (adults) fun -Employment opportunities (staff) -->Low-Cost Long Distance Communication -->Teaching Tool CONTENT--> relevance -computer skills (categories) comprehensiveness -Internet skills -->Entertainment FIGURE 4 -increase variety of games, etc. -->Expand use of Computer Learning Centers -->Socializing -Chatrooms