Nico Macdonald, Spy Spy: Events: CHI2003: Development Consortium Position Paper (Draft 1) 07 March 2016 Page 1 of 5 DEVELOPMENT CONSORTIUM POSITION PAPER (DRAFT 1) Mass communication is the presentation of editorially or creatively shaped information or entertainment by an individual or organisation to significant numbers of individuals. It encompasses the publishing of newspapers, magazines, journals, books and newsletters; broadcasting of time-based media, primarily radio and TV but including other modes such as phone conferencing and SMS; and facilitation of online group interaction through discussion, chat or IM. Digital computing and the Internet will clearly enable the transformation of publishing, broadcasting and other forms of mass interaction. In the past the players in these arenas have been technology-driven, ignoring the requirements and context of use of viewers and readers. Today we find a lack of imagination and innovation in forms of mass communication. How did we get here? Technology has been intimately involved with the creation of new forms of mass communication, from the newspaper to television, and these forms have been designed in conscious and unconscious ways. Two contemporary, and linked, technologies are redefining the possibilities for mass communication. They are the development of digital computing and the resulting ‘convergence’ of media, and the creation of the Internet. Convergence in mass communication was theorised in Claude E Shannon and Warren Weaver’s 1964 text The Mathematical Theory of Communication1 where they argued that all communication is essentially digital. The idea of media convergence in practice came to prominence with the publication of John Naisbitt Mega Trends2 in 1982 that posited one trend as the merging of communications and entertainment. And its arrival was heralded with the opening of the MIT Media Lab in 19853. One of its founders, Nicholas Negroponte, described a converged world in his 1995 book Being Digital4: “Bits comingle effortlessly. They start to get mixed up and can be used and reused together or separately. The mixing of audio, video and data is called multimedia; it sounds complicated, but it is nothing more than co-mingled bits.” Don Tapscott, author of The Digital Economy5, notes that “digitisation means that all content, including audio and video content, can be used in any order and can be rearranged at will. Digital content can be transformed for use in another medium.”6 The Mathematical Theory of Communication; Claude E. Shannon and Warren Weaver (University of Illinois Press, 1963) http://www.amazon.com/exec/obidos/ISBN=0252725484 1 Megatrends: Ten New Directions Transforming Our Lives; John Naisbitt (Warner Books, 1982, currently out of print) http://www.naisbitt.com/3megatrends.html Megatrends 2000 http://www.amazon.co.uk/exec/obidos/ISBN=0380704374 2 3 http://www.media.mit.edu/about/ Being Digital Nicholas Negroponte (Vintage Books, 1996) http://www.amazon.com/exec/obidos/ISBN=0679762906 4 5 http://www.nplc.com/digital/ 6 The Digital Economy p96 D:\106757783.doc Nico Macdonald, Spy Spy: Events: CHI2003: Development Consortium Position Paper (Draft 1) 07 March 2016 Page 2 of 5 The second technology, the Internet, supports delivery of much of this converged digital media, to multiple devices, in synchronous and asynchronous modes, though at present most users have too little bandwidth to download and view movies or television shows. Additionally Internet Protocol doesn’t support realtime control (though this isn’t currently an issue for mass communication). What is happening Since the theorisation of convergence we have seen a massive increase in accessible text-based and time-based media information created by the proliferation of Web publications with online archives, time-based media (both video-on-demand and video stored locally using digital video recorders7), increased numbers of channels facilitated by cable and digital radio and TV, and a greater number of communicators (often active media consumers). These present tremendous possibilities which have barely been addressed by the organisations involved mass communication. There have been many experiments in mass communication using digital networks. Interactive television was famously trailed by Time-Warner in Florida in the early 90s. More recently UK-based Kingston Communications and the BBC have been running a trial in Hull, where Kingston is headquartered. At another end of the mass communication spectrum as long ago as 1997 the Poynter Institute had identified over 700 daily US newspapers with an online presence.8 In early 2000 AOL and TimeWarner announced a merger that was widely expected to exploit the synergies of the world’s largest online service one of the biggest players in publishing, music, movies and cable-based delivery. AOL TimeWarner has since announced one of the largest losses of corporate value in history and is still struggling to create new business models and products. The technology to create new models for mass communication exists, but there has been too much focus on the technology and not enough on understanding the more significant barriers to the creation and adoption of new products: products that are not only ground-breaking but also are as easily understood by people as possible, are as easy to use as possible, and support the contexts in which people are likely to use them. Many of these issues are addressed by the field of human-computer interaction. Of course viable business models also need to be developed to support new modes of mass communication and their general absence is due to many factors, including a weaknesses in product innovation and interface development. The use of digital technologies and the Internet for mass communication has largely built on existing models for communication, or adopted and stuck to models from the early days of the Web. There are many challenges to address. 7 Such as TiVo http://www.TiVo.com/ and SonicBlue’s ReplayTV http://www.sonicblue.com/ ‘Newspaper Publishing and the World Wide Web’ http://www.poynter.org/content/content_view.asp?id=5687 8 D:\106757783.doc Nico Macdonald, Spy Spy: Events: CHI2003: Development Consortium Position Paper (Draft 1) 07 March 2016 Page 3 of 5 Context of use Devices that support mass communication have proliferated and include the personal computer-based Web browser, mobile phone, interactive televisions, PDAs, and large format displays. The Internet can also be used for delivering information that will be printed (‘deliver and print’). Not only do interfaces for these platforms present their own design challenges but interfaces and formats need to adapt to work across platforms, and where appropriate support printing, and a recipient of an SMS news flash may want to read the full story. People also need to be able to move from one platform to another. For instance, a reader of an article in a newspaper may want to be able to send a reference to a colleague, or a viewer may want to read background information on a broadcast. New devices facilitate access in new locations: the living room, on the move, in public spaces. New input modes support these contexts: enhanced remote controls, touch screens, one-handed input (for instance mobile phones), and voice commands. The context of the user can inform what choices or information they receive and it may be appropriate to indicate what decisions the system made and why. Creating contexts for material found With so many media so readily accessible people need to be able to easily establish the nature and value of material they find. Nature will include media type, scope, and accessibility (how easily can a particular resrource be accessed). Value might be indicated by relevance (exploited by search engines), taxonomic matches to other artifacts, number of references (a principle used by Google), recommendation by third parties with similar interests (collaborative filtering) or trusted associates. Navigating and delving into information People need to be able to browse large sets of information, from broadcast electronic programming guides (EPGs) to Weblogs, and see information in a wider context. They also need to be able to delve further into information, such as the actors in a television drama, or the background stories that inform a current news story. Managing information If people want to retain material they need to be able to retain sufficient meta information and add their own notes such that they can retrieve it where appropriate, be reminded why it was of interest, and relate it to other material they have referenced. Context of use is important here. D:\106757783.doc Nico Macdonald, Spy Spy: Events: CHI2003: Development Consortium Position Paper (Draft 1) 07 March 2016 Page 4 of 5 Commentary and feedback Recommendation, validation of information and the development of arguments require that material can be commented upon. Comments need to be related to specific elements of the material, contextualised by time and other characteristics, rated9, and clearly connected to an author. Comments may also be presented in other contexts, for instance a writer’s Weblog, and presentation needs to clearly relate the comment to the material it addresses10. It may be appropriate for feedback to a publisher or broadcaster – a kind of private commentary – to have visibility to the poster. (This is partially achieved by the current practice of emailing a copy of the posting to the poster.) This may also be appropriate for SMS-based interaction and feedback. Customisation and personalisation As access to the Internet proliferates the requirement of communicating to people with varied cultures, languages, scripts and writing formats will become more important and communication interfaces and formats will need to be able to adapt accordingly. Business issues There are a number of business issues that interface design needs to address. The major issue is creating business models for mass communication and many such models will require payments to be made by the user. Interface design issues include indication of the value of material and terms of sale, ease of entry of payment information, integration with central payment systems, overviews of user expenditure, and the creation of trust in payment systems. Representing and managing copyright and other intellectual property rights also has interface design implications. Future platforms Many technologies are nearing viability and will present new possibilities and challenges in HCI. New kinds of displays and devices support new contexts of use. Public displays and kiosks for access outside the home. Tablet PCs for portable, pendriven interaction with publications11. Living room-based displays and laptop devices (such as Sony’s Airboard) for remote control of entertainment systems and Web access. And 3G cellphones for mobile access to news information and streaming media. In the first iteration of the BBC’s Beeb.com discussion tool the font size of postings increased according to the number of people who had read them. 9 Articles summarising discussion postings, eg: ‘Who killed RealNames? Don’t blame Microsoft’ May 16, 2002 http://www.zdnet.com/anchordesk/stories/story/0,10738,2865662,00.html 1010 See New platforms, see ‘ePeriodicals: Microsoft’s Killer App for Tablet PC?’ October 1, 2002 http://www.eweek.com/article2/0,3959,562642,00.asp 11 D:\106757783.doc Nico Macdonald, Spy Spy: Events: CHI2003: Development Consortium Position Paper (Draft 1) 07 March 2016 Page 5 of 5 Specialist Internet appliances, such as the streaming radio developed by Kerbango (but unsuccessfully marketed by 3Com), and interactive televisions present specific interface and interaction design challenges. They have the advantage of having physical aspects to their interface but often the disadvantage of displays and input methods limited in size by cost factors. This may suggest independent devices for controlling such devices and configuring delivery and presentation. Many of these platforms are enabled by wireless technologies such as WiFi, which will also make standard portable computers more useful for mass communication tasks. The other contemporary development in connectivity is broadband, always-on connections (primarily cable and ADSL) which apart from allowing for access to material that requires higher bandwidth also allow for the creation of ‘presence’ and its associated instant messaging fast feedback12. Further over the horizon is digital paper, which combines the flexibility and portability of paper with the ability to be updated and personalised familiar from the Web. In the longer term its cost will be closer to that of paper than a PDA or laptop.13 Conclusion Poor HCI and interaction design are by no means the only barrier to the development of new models of mass communication but their potential contribution has been considerably underestimated. Not only do they have more to contribute advocates also need to understand how best to effect ideas for new approaches, interfaces, products and services that HCI and interaction design can deliver. The creation of good graphical user interfaces in the personal computing industry in the early 1980s help move it from being an IT sideline to being a major global industry. Can HCI and interaction design do the same for the next era of mass communication? More on the implications and impact of broadband: ‘myTV’ http://www.extra.research.philips.com/euprojects/mytv, researching ways to enable people to store digital television output to create their own personalised channels. 12 See ‘How paper is becoming super smart’ November 4, 2002 for a discussion of the pros and cons of electronic paper plus some real applications. http://www.zdnet.com/anchordesk/stories/story/0,10738,2896358,00.html 13 D:\106757783.doc