Individuals interact with each other through new media; they interact with documents and document creators, too. But a third form of interactivity is also central to new media – the interaction between people and the computer (or other type of new media system) itself. The study of human interaction with computers is not new and this chapter provides an overview of that history. Additionally, some key theories related to uses of new-media systems are briefly explored and the balance of control in the human-computer relationship is considered.
Early Explorations of Human-Technology Interfaces
In the mid 1900s computer scientists began using the term interactivity to describe a new form of interface that was different from, and more user-friendly than, batch processing (Alter, 1977; Miles, 1992; Zeltzer, 1992). The ability to issue commands to the computer directly was viewed as more ‘conversational’ and ‘interactive’ and more supportive of management decision making (Vasarhelyi, 1977).
However, even before interactive processing replaced batch processing of commands, scholars had begun to think about how humans might interact with machines. Turing’s (1956) often-cited test of computer intelligence proposed that a computer and a human being are equally intelligent if other human beings are unable to distinguish between the responses of a computer and those of a human being. Ten years after Turing proposed his test of computer-human interaction, MIT professor Joseph Weizenbaum developed a computer program that he named ELIZA. The program was able to carry on a ‘conversation’ by replaying sentences typed into it. While users of the system were not likely to confuse the machine for a person, its natural-language responses often resembled the ‘conversation’ that a patient might have with a Jungian psychologist (Murray, 1997).
The study of the user-to-system interactivity grows out of the field of human factors research which studies the ways that humans respond to information presented to them by a computer (Guedj et al., 1980). Biocca (1993: 63) wrote that: ‘the words human factors refer to important aspects of human performance, behavior, and desire that must be considered in the design of any machine, hardware, program, or information system.’
Much of the human factors literature focuses on design of the experience that users will have when they interact with the computer system. Kay (1990: 192) suggested that ‘the dawn of user interface design first happened when computer designers finally noticed, not just that end users had functioning minds, but that a better understanding of how those minds worked would completely shift the paradigm of interaction.’ Design of the user interface is often considered to be both an art and a science (Guedj et al., 1980; Kirsh, 1997; Salzman and Rosenthal, 1994; Simms, 1997) that is central to the future of interactive processes.
In the 1970s, as computer scientists began to explore not only the design but also the consequences of interactive vs. batch processing, they noted the importance of understanding human interaction as a way of improving human-computer interaction (Chapanis, Ochsman, Parrish, and Weeks, 1972). And some researchers began to apply Bales (1950) work on symbolic interaction to human-computer interactions (Alter, 1977).
Media Richness and Social Presence
Symbolic interaction also provided the basis for a body of literature that began to develop in the late 1980s that examined how a dynamic web of communications could impact on content richness of media, symbolic cues provided by the medium, and situational determinants of media choice such as time and distance (Daft, Lengel, and Trevino, 1987; Trevino, Daft, and Lengel, 1990; Trevino, Lengel, and Daft, 1987; Trevino and Webster, 1992). For example, Trevino, Lengel and Daft (1987) found that managers tended to select face-to-face communication for content and symbolic reasons, whereas electronic mail and the telephone were more often chosen because of situational constraints such as time or geography.
The richness of the media can sometimes reduce the sense of distance between communicators. Closely related to media richness is the study of social presence that explores the ways that the communication systems enable individuals to feel as if they re co-present even when they are not physically in the same place or time. Social presence research grows out of the telecommunications tradition and explores use of long-standing technologies (such as the telephone) that enable mediated interpersonal communication. Short, Williams, and Christie (1976) used the principles of social psychology to develop the field of social presence research. They indicated that: ‘the capacity to transmit information about facial expression, direction of looking, posture, dress and non-verbal vocal cues, all contribute to the Social Presence of a communication medium’ (1976: 65).
Researchers used the concept of social presence to further examine mediated interpersonal communication (see for example: Burke, Aytes, Chidambaram, & Johnson, 1999; Rice & Williams, 1984) and issues such as relationships between social presence, anticipated future interaction, and group performance (Berger, 1979). This work provided the basis for additional research on media richness and telepresence in the late 1980s and the 1990s .
Social presence theory has also been applied to computer-mediated communication in ways that illustrate shifting patterns of control in CMC (Chesebro, 1985; d'Ambra and Rice, 1994; Fulk, Schmitz, and Schwarz, 1992; Hiltz, Turoff, and Johnson, 1989; Kiesler, Siegel, and McGuire, 1984; Lea and Spears, 1992; Schmitz and Fulk, 1991; Sherblom, 1988; Sproull and Kiesler, 1986; Straus and McGrath, 1994; Trevino et al., 1990; Walther, 1992; Zack, 1993). For example, Schmitz and Fulk (1991: 487) conducted a study that investigated the effects of perceived social influences from organizational colleagues on the uses and assessments of electronic mail. They found that ‘an explicit consideration of social influences aids in understanding how individuals perceive and use information technology.’ In other words, social influence provides controls that help individuals adapt to new technologies.
The Human-Computer Equation
Within the field of human factors or human-computer interface (HCI) research, definitions of interactivity tend to focus on the ways that the human communicates directly with computers and other new-media systems (Burgoon et al., 2000; Hanssen et al., 1996; Huhtamo, 1999; Milheim, 1996; Murray, 1997; Paisley, 1983; Preece, 1993; Reardon and Rogers, 1988; Tan and Nguyen, 1993; Trevino and Webster, 1992). Typically, research in this tradition defines the interaction between a single human and a single computer as the most elemental form of interactivity (Shaw et al., 1993). Crawford (1990) depicted the communication between human and computer as a kind of ‘interactive circuit’ through which the user and computer are in continuous communication. In briefly tracing the history of HCI studies, Laurel (1990a: xi) wrote:
When the concept of the interface first began to emerge, it was commonly understood as the hardware and software through which a human and computer could communicate. As it has evolved, the concept has come to include the cognitive and emotional aspects of the user’s experience as well.
Reeves and Nass (2000: 65) noted that in the study of human-computer interaction: ‘one of the two words surrounding the hyphen usually leads.’ Some studies focus more on human perception, others more on computer design.
Among the studies that focus on the human side are those that examine how individuals interpret computer personality (Moon and Nass, 1996), level of agency that individuals perceive they have in working with the computer (Huhtamo, 1999; Murray, 1997), individual decision styles (Vasarhelyi, 1977), and goals that the individual brings to the system (Belkin, Marchetti, and Cool, 1993; Xie, 2000).
A sub-set of the literature that focuses on the human-side of the HCI equation addresses the concept of flow (Csikszentmihalyi, 1975), which ‘represents the user’s perception of the interaction with the medium as playful and exploratory’ (Trevino and Webster, 1992: 540). Ghani and Deshpande (1994: 381) wrote:
Flow, which is characterized by intense concentration and enjoyment, was found to be significantly linked with exploratory use behavior, which in turn was linked to extent of computer use. Flow was itself determined by the individual’s sense of being in control and the level of challenge perceived in using computers.
Scholars have suggested that increased flow can lead to positive outcomes such as improved attitude (Trevino and Webster, 1992), more depth of interchange with computer systems (Hesse et al., 1988), heightened creativity and reduced anxiety (Webster and Martocchio, 1992), enhanced marketing opportunities (Hoffman and Novak, 1996), and insights into problem-solving skills (Ord, 1989).
Studies that focus more on the computer side of the human-computer equation tend to examine issues such as interfaces and input devices (Baecker, 1980; Biocca, 1993; Laurel, 1990b; Naimark, 1990; Nielsen, 2000; Schneiderman, 1998; Simms, 1997), navigation tools (Heeter, 2000; Nielsen, 2000), interactive features that allow for user choice and input (Belkin et al., 1993; Daft et al., 1987; Durlak, 1987; Hanssen et al., 1996; Looms, 1993; Mahood et al., 2000; Steuer, 1992; Zeltzer, 1992), and system activity (Milheim, 1996; Valacich et al., 1993).
A sub-set of this literature focuses specifically on hypertextuality and the ways in which linked text can be used to manage non-linear communication (Belkin et al., 1993; Klein, 2000; Landow, 1992; Mayhew, 1998; Schaffer and Hannafin, 1986; Sundar, Brown, and Kalyanaraman, 1999; Sundar, Narayan, Obregon, and Uppal, 1998). Hypertext is generally defined as blocks of text and the electronic links that join them. The concept of hypertext was developed by Theodor H. Nelson in the 1960s and has earlier roots in Vannevar Bush’s 1945 article on mechanically linked information-retrieval systems (Landow, 1992). The primary advantage of hypertext is the control that it gives to the user who navigates through a computer-based system.
A Proposed Model for User-to-System Interactivity
The dimensions that were incorporated into figures 1 and 2 can also be adapted and applied to user-to-system interaction. The control dimension, which was central to both figures 1 and 2, remains central in this model as well. However, the issue changes slightly. The question becomes: who is in control, the computer or the human(s) interacting with it? The second dimension parallels the direction of communication dimension in figure 1 and the nature of audience dimension in figure 2. In HCI the second key issue is the interface. How much is the interface apparent enough to require user attention vs. becoming a transparent part of the user’s experience? Figure three proposes four models of interactivity based on the juxtaposition of those two dimensions.
Figure 3 To Appear Here
Computer-controlled interaction assumes that the computer will ‘present’ information to learners who will respond to that information. Users are very aware that they are sitting in front of a computer. Much computer-based instruction uses this kind of interactivity. Filling in Web-based forms is another example. By contrast, human-controlled interaction assumes a much more active individual who uses interface tools provided by programmers and designers to manipulate the computer and obtain information. For example, this form of interactivity would occur when individuals use tools such as databases, spreadsheets, and word processors to manipulate and organize data so that the data is more useful to them and their colleagues.
Adaptive communication assumes that the computer is still in command of the interaction, but that it is more responsive to individual needs. For example, advanced gaming and educational systems are able to adapt to changes in the individual’s skill level. The state of flow is generally assumed to be characterized by a state of high user activity in which the computer becomes virtually transparent as individuals ‘lose themselves’ in the computer environment. Virtual reality systems seek this level, but it may also be characteristic of gaming environments and other situations in which the user interfaces seamlessly with the computer.
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