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Introductory Chapter Multimedia and Inte

IntechOpen is a leading publisher of Open Access books with over 4,100 titles and contributions from 116,000 international authors. The document discusses interactive multimedia, emphasizing the importance of user interaction and ergonomics in design, as well as the phases of interaction design. It highlights the need for effective communication between users and systems to enhance user experience and performance.

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0% found this document useful (0 votes)
11 views

Introductory Chapter Multimedia and Inte

IntechOpen is a leading publisher of Open Access books with over 4,100 titles and contributions from 116,000 international authors. The document discusses interactive multimedia, emphasizing the importance of user interaction and ergonomics in design, as well as the phases of interaction design. It highlights the need for effective communication between users and systems to enhance user experience and performance.

Uploaded by

sally D.allah
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Chapter

Introductory Chapter: Multimedia


and Interaction
Dragan Cvetković

1. Introduction

Interactive media are means of communication in which the output values


depend on inputs. This means that the user is actively involved in the communica-
tion. The media still has the same purpose, but entries or inputs made by user create
the interaction and some interesting options when it comes to the output of the sys-
tem. Interactive media is referred to conceptual design of interaction, new media,
interactivity, interaction between people and computers, graphical user interface,
digital culture, interactive design, and virtual reality. One of the most important
characteristics of interactivity is the interaction between user and machine, where
each of them has an active role.
Interactive multimedia allows the user to control, combine, and manipulate a
variety of media types, such as text, computer graphics, audio and video materials,
as well as animation. Interactive multimedia integrates computer, storage, data,
phone, TV, and other information technologies. The most common interactive
multimedia applications include education and training programs, video games,
electronic encyclopedias, and travel guides. The user or participant in an interac-
tive multimedia application changes their role—for the viewer becomes an active
participant. It is expected that interactive multimedia systems become the next
generation of electronic information systems. It should be mentioned that another
name for interactive multimedia is hybrid technology, because it is able to combine
the possibilities for storage capacities of computers and a digital database with an
advanced tool for viewing and manipulating these materials.
Nowadays, the fastest-changing area is dedicated to the development of teach-
ing materials based on usage of computers, particularly interactive multimedia
programs that run on personal computers. These new computer and information
technologies offer students and teachers access to materials like never before.
Through the storage capacity of the computer, multimedia can “deliver” enormous
amounts of data to users in more useful and accessible ways [1, 2].

2. Interaction models

The interaction itself involves at least two parties—the user and the system. The
previously mentioned participants are complex and completely different in the way
of communication and perception of task. The interface must be a link between
them in order to have successful interaction. This transcription can fail in a great
number of cases for several reasons. The usage of interaction models can help better
understand what is happening in the interaction and to identify possible problems.
Models allow, together with developing environment, to compare the different
styles of interaction and to discuss issues of interaction as well [3].

1
Interactive Multimedia

2.1 Terms of interaction

Traditionally, the purpose of an interactive system is to assist the user in achiev-


ing the goals from the application domain. Domain defines the area of expertise
and knowledge in real-world activities. The domain consists of concepts, which
emphasize its important aspects. Tasks represent operations for manipulation of
concepts within the domain. Objective is defined as desired output of the accom-
plished task, while the intention represents the specific action which is required for
task accomplishment.
Task analysis includes the identification of problems in terms of domains, objec-
tives, intentions, and tasks. It can use human knowledge about tasks and objectives,
in order to assess an interactive system that is designed to support them. The terms
(concepts) which are used in the design of a system and a customer description are
separated, so that they can be treated as separate components—the system and the
user, respectively [3–5].

2.2 Ergonomics

The term ergonomics or human factors is traditionally related to the study of


interaction of physical characteristics—design of controls, physical environment
in which the interaction takes place, arrangement, and the physical properties of
display. The primary focus is on the user’s performances and how interface affects
them. In order to assess these aspects of interaction, ergonomics will certainly touch
on human psychology and systems’ limitations.

2.2.1 Display and control setup

Besides cognitive aspects of design, physical aspects are also important. Sets of
controls and display components should be grouped logically, in order to allow faster
access to the user. This is not so important when only one user is active. But, when we
take controls in power plants, aircrafts, and air traffic into consideration, it becomes
vital. In each of these cases, users are under pressure, and they are faced with a huge
range of displays and controls, so their appropriate physical appearance is significant.
The importance of a logical grouping of controls has already been mentioned,
as well as the fact that the controls should not be separated. The exact manner of
organization (which will be presented) will depend on the domain of application
itself. Possible ways of organizations can include the following things:

• Functional controls and displays are organized to place together the


elements which are functionally linked.

• Sequential controls and displays are organized to reflect the order of their
use in a typical interaction.

• Frequent controls and displays are organized according to the frequency of


usage, but the most commonly used controls should be easily accessible.

Apart from setting up the controls and displays, the whole interface system
should be properly distributed according to the position of the user himself. Thus,
for example, a user should be able to reach all necessary controls and to see all the
displays without excessive body movement. The most important displays should be
at eye level, and controls should be adjusted for space maneuvering. Display reflec-
tions should be avoided as well [3, 6].

2
Introductory Chapter: Multimedia and Interaction
DOI: http://dx.doi.org/10.5772/intechopen.85904

2.2.2 Interactions of the physical environment

Ergonomics deals with solving physical problems in the interface schedule and
arrangement and takes into account the design of work environment as well. Where
will the system be used? Who will use it? Will people sit, stand, or move around?
Again, this will depend on the domain in a great extent, and it will be critical when
it comes to specific controls and operational settings. However, the physical envi-
ronment in which the system is used can affect the health and safety of its users.
This should be taken into account in any design [2].

2.2.3 Health issues

Work on computer should not be considered as a dangerous activity, but one


should bear in mind the possible implications of design on the health and safety of
users. Factors in the physical environment directly affect the quality of interaction
and user’s performances:

• Position of a user. As previously mentioned, users should be able to fetch all of


the controls comfortably and to see all the screens. Users should not stand for
a long time, and if they are sitting, they should be provided with the rear seat
backrest. If the user is ought to be in a certain position for a long time (e.g., when
typing), one should be provided with a certain period of time to rest.

• Temperature. Most users certainly can adapt to small changes in temperature,


with no adverse effect, but extreme temperatures (excessively warm or cold)
will affect their performance and in excessive cases will affect their health.
Experimental studies have shown that the performance deteriorates at high or
low temperatures, and users are not able to concentrate.

• Brightness. The brightness level will, again, depend on the working environ-
ment. Adequate lighting should allow users to view the computer screen
without discomfort or eyestrain. The light source should be positioned in such
a way to avoid glare.

• Noise. Excessive noise can be harmful to health, causing user’s pain, and, in
acute cases, can lead to hearing loss. The noise level should be maintained at an
appropriate level in the work environment. This does not necessarily mean that
there is no noise at all. Noise can be an incentive for users and can provide the
necessary confirmation of system activity.

• Time. The time users spend using the system should be controlled. As previ-
ously mentioned, it has been said that excessive use of CRT displays can be
harmful to users, especially for pregnant women [4, 6].

2.3 Ways of interaction

The interaction can be observed as a dialog between the user and the computer.
The choice of interface style can have a profound effect on the nature of a dialog.
There is a great number of common interface styles including:

• Command line inside the interface

• Menus

3
Interactive Multimedia

• Natural language

• Dialogs with inquiries, questions, and answers

• WIMP (windows, icons, menus, pointers) interface

• 3D interfaces [1, 2]

3. Interaction design

Some of the interactions between humans and computers (or machines or tech-
nology) focus on understanding, which means that the attention is paid to the way
how people interact with technology. However, a great deal of interaction between
man and computer refers to how things work and how they are created. The credits
for these features go to design [4].
In this part, attention will be paid to the interaction design or design inter-
activity. It should be borne in mind that it is not only thought about the design of
interactive systems but about interaction design itself. Thus, interaction design is
not just an artifact1 that is produced, regardless of whether it is a physical device or a
computer program. Apart from that fact, the artifacts do not give people only these
devices and programs but also guides, tutorials, and online help systems. In some
cases, it may be understood that no additional system is necessary for all elements,
but it is probably easier to propose a different way of using existing tools [3, 5, 7].

3.1 About design in general

When someone is asked what design is, simple definition might be that the
design is related to the achievement of objectives within the constraints. This defini-
tion does not say everything about the design, but it helps users to focus on the
following elements:

• Objectives—What is the purpose and design of future product? For whom is it


made? Why do they want it?

• Limitations—What materials should be used? What standards should be


adopted? How much will it cost? How much time is needed to develop the
product? Are there any health and safety issues?

• Exchange (compromise)—One should choose and define the objectives


or restrictions which may be adopted in a milder form, and limits must be
respected to the smallest detail.

It is impossible to accomplish all of the user’s objectives within constraints, but


in life, everything is a matter of compromise, even in such cases. The best designs
are created in areas where the designer understands the compromises and the fac-
tors affecting them.
The most important part of interaction design or interactivity is user. It is neces-
sary to set up a user in the first place and to keep the user in the central place [3, 6, 8].

1
The artifact is every object that is made or revised and used by a man. The artifact may be a final product
but can also be a by-product of the production process.

4
Introductory Chapter: Multimedia and Interaction
DOI: http://dx.doi.org/10.5772/intechopen.85904

3.2 Briefly about design process

Here is a brief overview of the simplified view of the four major phases focused
on interaction design and interactivity, as well as supporting iteration loop:

• Requirements. The first phase is based on definitions of needed requirements.


Before phase one, it is necessary to know what is currently happening. For
example, how do people watch movies? What kind of personnel is currently
being used?

• Analysis. The results of observations and interviews should be delivered so


that the key issues can be removed from them for the later stages of design.
Usually, this is about the scenarios, the stories about the interaction, which
may be combined with a task analysis or be independently recorded in order to
create a colorful and real interaction.

• Design. There is a central phase when it starts from “what is desired” to “how
to do it.” There are a number of rules, guidelines, and principles of design,
which can be used as an aid in order to obtain good results.

• Repetitions (iterations) and prototyping. People are complex and cannot


be expected to reach the right design immediately. That is the reason why the
design should be evaluated in order to be seen how it works and where it could
be improved.

• Implementation and deployment. Finally, when it comes to the stage when


the design is rated as well as done, then it should be created and applied. This
includes the development of appropriate elements, writing documentation,
and manuals.

One man cannot read and look at all the required techniques. Time is limited
and there is no link between the period of design and quality of the final design.
This means that a design should be accepted as final, even if it is not perfect; it is
often better to have a product which is acceptable, is done on time, and costs less
than to have one that has perfect interaction but was not done on time and was over
a budget. For example, if a user encounters a system that appears to be perfect, one
can be pretty sure that it is a poorly designed system; the system is poorly designed,
not because the design is bad but because a lot of effort has been spent for the design
process and designing [7, 8].

5
Interactive Multimedia

Author details

Dragan Cvetković
Faculty of Informatics and Computing, Singidunum University, Belgrade,
Republic of Serbia

*Address all correspondence to: [email protected]

© 2019 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms
of the Creative Commons Attribution License (http://creativecommons.org/licenses/
by/3.0), which permits unrestricted use, distribution, and reproduction in any medium,
provided the original work is properly cited.

6
Introductory Chapter: Multimedia and Interaction
DOI: http://dx.doi.org/10.5772/intechopen.85904

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[2] MacKenzie S. Human-Computer


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Perspective. Waltham, USA: Morgan
Kaufman is an imprint of Elsevier; 2013

[3] Schneiderman B, Plaisant C, Cohen


M, Jacobs S, Elmqvist N, Diakopolous
N. Designing the User Interface—
Strategies for Effective Human-
Computer Interaction. Sixth ed, Global
Edition. Harlow, England: Pearson
Education Limited; 2018

[4] Garrand T. Writing for Multimedia


and the Web—A Practical Guide to
Content Development for Interactive
Media. Third ed. Waltham, USA: Focal
Press; 2006

[5] Steane J, Yee J. Interaction


Design—From Concept to Completion.
New York, USA: Bloomsbury Visual
Arts; 2018

[6] Vaughan T. Multimedia: Making


it Work. Ninth ed. New York, USA:
McGraw-Hill Education; 2014

[7] Costello V. Multimedia Foundations:


Core Concepts for Digital Design.
Second ed. Abingdon, England:
Routledge; 2016

[8] Barfield L. Design for New Media—


Interaction Design for Multimedia
and the Web. First ed. Boston, USA:
Addison-Wesley; 2004

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