This document presents the results of a case study analysis on the SkyNet digital convergent design platform. The study employed structured interviews to survey people's attitudes, perceptions, and behaviors regarding convergent services. Key findings include:
1) Participants were most likely to engage with interactive TV features directly related to enhancing TV content experience, such as getting additional information about shows.
2) Internet-based interactive services saw less usage, suggesting people view TV as primarily for passive viewing.
3) Exposure to interactive features through devices like Sky+ boxes increased likelihood of using interactivity.
4) Constraints like slow performance or disrupting the TV experience reduced openness to interactivity. Participants preferred features that
Toward a More Robust Usability concept with Perceived Enjoyment in the contex...Waqas Tariq
Mobile multimedia service is relatively new but has quickly dominated people¡¯s lives, especially among young people. To explain this popularity, this study applies and modifies the Technology Acceptance Model (TAM) to propose a research model and conduct an empirical study. The goal of study is to examine the role of Perceived Enjoyment (PE) and what determinants can contribute to PE in the context of using mobile multimedia service. The result indicates that PE is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) and directly Behavior Intention (BI). Aesthetics and flow are key determinants to explain Perceived Enjoyment (PE) in mobile multimedia usage.
A Social Welfare Approach in Increasing the Benefits from the Internet in Dev...IDES Editor
The paper examines the Internet usage and its
market environment in developing countries under the
perceived assumption that the Internet is one of the most
important drivers for development. It gives an insight on
processes’ (both unintended and intended) implications and
their effects on achieving real Internet benefits in the
environments where network infrastructures are limited such
as the ones found in the developing regions. A welfare based
approach is proposed in which the Internet providers and endusers
identify a set of objective that leads them in achieving
increased benefits. Analytical model of the main
characteristics in the approach is presented and eventually
shown how the end user bit rate could be regulated based on
the utility bounds that lead general satisfaction to all users.
User satisfaction signifies delivery of expected QoS and as
well as willing to pay for such services.
Toward a More Robust Usability concept with Perceived Enjoyment in the contex...Waqas Tariq
Mobile multimedia service is relatively new but has quickly dominated people¡¯s lives, especially among young people. To explain this popularity, this study applies and modifies the Technology Acceptance Model (TAM) to propose a research model and conduct an empirical study. The goal of study is to examine the role of Perceived Enjoyment (PE) and what determinants can contribute to PE in the context of using mobile multimedia service. The result indicates that PE is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) and directly Behavior Intention (BI). Aesthetics and flow are key determinants to explain Perceived Enjoyment (PE) in mobile multimedia usage.
A Social Welfare Approach in Increasing the Benefits from the Internet in Dev...IDES Editor
The paper examines the Internet usage and its
market environment in developing countries under the
perceived assumption that the Internet is one of the most
important drivers for development. It gives an insight on
processes’ (both unintended and intended) implications and
their effects on achieving real Internet benefits in the
environments where network infrastructures are limited such
as the ones found in the developing regions. A welfare based
approach is proposed in which the Internet providers and endusers
identify a set of objective that leads them in achieving
increased benefits. Analytical model of the main
characteristics in the approach is presented and eventually
shown how the end user bit rate could be regulated based on
the utility bounds that lead general satisfaction to all users.
User satisfaction signifies delivery of expected QoS and as
well as willing to pay for such services.
Socially Aware Device To Device Communicationsijtsrd
"Device to Device D2D correspondence is a basic part towards the appropriation of new ideal models, for example, edge and haze figuring. While a ton of work has shown the extraordinary capability of D2D correspondence, it is as yet vague whether the advantages of the D2D approach can truly be utilized by and by. It is contended that immediate correspondences worldview points of interest may not be completely caught without grasping the ideas of the social space. Following the blast of informal organizations and brilliant cell phones, social associations among versatile clients empower the advancement of D2D co tasks. Cell phones are a basic piece of our everyday life. We utilize cell phones for correspondence, amusement, social mindfulness, diversion. Here we focus on Social mindfulness as can be present moment and long haul. Present moment synchronous mindfulness is attention to a social circumstance at a specific minute. Long haul nonconcurrent mindfulness is consciousness of the social circumstance when all is said in done and over a specific timeframe. This commitment is put together both with respect to the writing study and on the experimental information gathered among particular social administration office. As the fundamental objective of this application is to contribute for a superior comprehension of the issue on supporting social mindfulness among the general public and to give a last arrangement of condition issue. Moment notice and refresh for the reasons of social issues to survive. Dhananjay Sinha | T. Lakshmi Kiran | Dr. L. Mary Gladence ""Socially-Aware Device-To-Device Communications"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-3 , April 2019, URL: https://www.ijtsrd.com/papers/ijtsrd21577.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/21577/socially-aware-device-to-device-communications/dhananjay-sinha"
Thesis' paper from the Master in Information Design. Universidad de las Américas Puebla.
Omar Sosa Tzec.
(Thesis presented on Dec of 2006).
The information design, regarded as the act of creating usable messages, has a direct application on designing graphic user interfaces. In this regard, it is possible to consider schematic visualization as an option for users to unload cognitively through more stress on the visual characteristics of the interface. This represents a way to apply the Calm Technology paradigm proposed by Mark Weiser. By considering the level of iconicity conveyed into an interface of this nature, the understanding of how schematics works on the interface should be evaluated under a different approach rather than a traditional usability evaluation, for example by doing a communicability test (from the Semiotic Engineering theory). Thus, this paper describes the overall process to design and evaluation of an instant messaging client under these considerations and it also introduces a standpoint for interface design based on the three rhetorical appealing modes.
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
Human-Computer interaction is an increasingly popular topic in present digital world, so how to define and interpret current relationship between human and machine is an area that is worthy of being explored. This presentation determines to evaluate one of Chinese interactive mobile application to help people establish a more comprehensive understanding of user experience and user-centered design, from both technology and emotional sides.
The quality of high-end videoconferencing systems has improved significantly over the last few years
enabling a class of applications known as “telepresence” wherein the users engaged in a communication
session experience a feeling of mutual presence in a shared virtual space. Telepresence systems have
reached a maturity level that seriously challenges the old familiar truism that a face-to-face meeting is
always better than a technology-mediated alternative. To explore the state of the art in telepresence
technology and outline future opportunities, this paper proposes an optimality condition, expressed as a
“Turing Test,” whereby the subjective experience of using a telepresence system is compared to the
corresponding face-to-face situation. The requirements and challenges of designing a system passing such
a Turing Test for telepresence are analyzed with respect to the limits of human perception, and the
feasibility of achieving this goal with currently available or near future technology is discussed
In this paper, we highlight some of the challenges and opportunities that social media presents to researchers, and offer relevant theoretical avenues to be explored. To do this, we present a model that unpacks social media by using a honeycomb of seven functional building blocks. We then examine each of the seven building blocks and, through appropriate social and socio-technical theories, raise questions that warrant further in-depth research to advance the conceptualization of social media in public affairs research. Finally, we combine the individual research questions for each building block back into the honeycomb model to illustrate how the theories in combination provide a powerful macro-lens for research on social media dynamics.
Unpacking the social media phenomenon: towards a research agendaIan McCarthy
In this paper, we highlight some of the challenges and opportunities that social media presents to researchers, and offer relevant theoretical avenues to be explored. To do this, we present a model that unpacks social media by using a honeycomb of seven functional building blocks. We then examine each of the seven building blocks and, through appropriate social and socio-technical theories, raise questions that warrant further in-depth research to advance the conceptualization of social media in public affairs research. Finally, we combine the individual research questions for each building block back into the honeycomb model to illustrate how the theories in combination provide a powerful macro-lens for research on social media dynamics.
Describes intermediated technology use in resource-constrained urban slums, including mechanisms, interface requirements, and its broader effects. Can help designers of technology for "developing" regions.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
Socially Aware Device To Device Communicationsijtsrd
"Device to Device D2D correspondence is a basic part towards the appropriation of new ideal models, for example, edge and haze figuring. While a ton of work has shown the extraordinary capability of D2D correspondence, it is as yet vague whether the advantages of the D2D approach can truly be utilized by and by. It is contended that immediate correspondences worldview points of interest may not be completely caught without grasping the ideas of the social space. Following the blast of informal organizations and brilliant cell phones, social associations among versatile clients empower the advancement of D2D co tasks. Cell phones are a basic piece of our everyday life. We utilize cell phones for correspondence, amusement, social mindfulness, diversion. Here we focus on Social mindfulness as can be present moment and long haul. Present moment synchronous mindfulness is attention to a social circumstance at a specific minute. Long haul nonconcurrent mindfulness is consciousness of the social circumstance when all is said in done and over a specific timeframe. This commitment is put together both with respect to the writing study and on the experimental information gathered among particular social administration office. As the fundamental objective of this application is to contribute for a superior comprehension of the issue on supporting social mindfulness among the general public and to give a last arrangement of condition issue. Moment notice and refresh for the reasons of social issues to survive. Dhananjay Sinha | T. Lakshmi Kiran | Dr. L. Mary Gladence ""Socially-Aware Device-To-Device Communications"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-3 , April 2019, URL: https://www.ijtsrd.com/papers/ijtsrd21577.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/21577/socially-aware-device-to-device-communications/dhananjay-sinha"
Thesis' paper from the Master in Information Design. Universidad de las Américas Puebla.
Omar Sosa Tzec.
(Thesis presented on Dec of 2006).
The information design, regarded as the act of creating usable messages, has a direct application on designing graphic user interfaces. In this regard, it is possible to consider schematic visualization as an option for users to unload cognitively through more stress on the visual characteristics of the interface. This represents a way to apply the Calm Technology paradigm proposed by Mark Weiser. By considering the level of iconicity conveyed into an interface of this nature, the understanding of how schematics works on the interface should be evaluated under a different approach rather than a traditional usability evaluation, for example by doing a communicability test (from the Semiotic Engineering theory). Thus, this paper describes the overall process to design and evaluation of an instant messaging client under these considerations and it also introduces a standpoint for interface design based on the three rhetorical appealing modes.
Evaluating Interactive User-Centered Mobile Application with 3D FeaturesWenzhuo Duan
Human-Computer interaction is an increasingly popular topic in present digital world, so how to define and interpret current relationship between human and machine is an area that is worthy of being explored. This presentation determines to evaluate one of Chinese interactive mobile application to help people establish a more comprehensive understanding of user experience and user-centered design, from both technology and emotional sides.
The quality of high-end videoconferencing systems has improved significantly over the last few years
enabling a class of applications known as “telepresence” wherein the users engaged in a communication
session experience a feeling of mutual presence in a shared virtual space. Telepresence systems have
reached a maturity level that seriously challenges the old familiar truism that a face-to-face meeting is
always better than a technology-mediated alternative. To explore the state of the art in telepresence
technology and outline future opportunities, this paper proposes an optimality condition, expressed as a
“Turing Test,” whereby the subjective experience of using a telepresence system is compared to the
corresponding face-to-face situation. The requirements and challenges of designing a system passing such
a Turing Test for telepresence are analyzed with respect to the limits of human perception, and the
feasibility of achieving this goal with currently available or near future technology is discussed
In this paper, we highlight some of the challenges and opportunities that social media presents to researchers, and offer relevant theoretical avenues to be explored. To do this, we present a model that unpacks social media by using a honeycomb of seven functional building blocks. We then examine each of the seven building blocks and, through appropriate social and socio-technical theories, raise questions that warrant further in-depth research to advance the conceptualization of social media in public affairs research. Finally, we combine the individual research questions for each building block back into the honeycomb model to illustrate how the theories in combination provide a powerful macro-lens for research on social media dynamics.
Unpacking the social media phenomenon: towards a research agendaIan McCarthy
In this paper, we highlight some of the challenges and opportunities that social media presents to researchers, and offer relevant theoretical avenues to be explored. To do this, we present a model that unpacks social media by using a honeycomb of seven functional building blocks. We then examine each of the seven building blocks and, through appropriate social and socio-technical theories, raise questions that warrant further in-depth research to advance the conceptualization of social media in public affairs research. Finally, we combine the individual research questions for each building block back into the honeycomb model to illustrate how the theories in combination provide a powerful macro-lens for research on social media dynamics.
Describes intermediated technology use in resource-constrained urban slums, including mechanisms, interface requirements, and its broader effects. Can help designers of technology for "developing" regions.
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
Extending Aural and Music Interfaces to Mobile Device Interaction Design Arch...IJERA Editor
This chapter analyzes the unique problems posed by the use of computers by producers and performers of music
as far as Human Computer Interaction (HCI) principles, methodologies and directives are concerned. In specific
it focuses on interfaces that are built on mobile devices or similar medical equipment. HCI predicates involved in
the workflow of aural interaction with computer devices are presented, starting from the abstract part of
neurotologic interaction, then coping with usability issues of the Graphical User Interfaces (GUIs) implemented
for musical scripting and concluding to a synthesis stage which produces digitized sounds that improve or
supersede prototypal analog audio signals. The evaluation of HCI elements for Computer Music under the prism
of usability, including hearing or ophthalmic aids, aims at the development of new communication tools, new
symbolic languages and finally better mobile user interfaces.
No Interface? No Problem: Applying HCD Agile to Data Projects (Righi)Kath Straub
This paper will be published in the Nov 2020 Issue of Journal of Usability Studies. (https://uxpajournal.org/). Its being pre-printed here with permission from the author and the Journal Board.
In October 2019, a group of human-centered designers,
agilists, data scientists, and other technology enablement
practitioners joined to share their thoughts about a topic of
common interest: How should the principles and practices of
human-centered design, Agile development, and the
overarching process of HCDAgile be applied to products that
have no obvious user interface?
The group’s objective was to develop guidance based upon
shared knowledge across disciplines and industries for
leveraging HCDAgile in data projects. In this paper we share
our initial observations from the meeting.
Fair balance: I participated in the huddle that led to this paper, but not in writing up the paper. Thanks to Carol Righi for doing the needful.
The challenges posed by the complexity of our times requires the Design discipline to understand the many complex relationships behind the social, business, technology and territory dimensions of each project. Such nature of complex systems lays not only inside design projects, but also inside the design processes that generate them, and the ability of organizing them through meta-design approaches is becoming strategic. Since the turn of the century, the design discipline has increasingly moved its scope from single users to local and online communities, from isolated projects to system of solutions. This shift has brought researchers and practitioners to investigate tools and strategies to enable mass- scale interactions by adopting several models and tools coming from software development and web-based technologies: Open Source, P2P, DDD (Diffuse, Distributed, and Decentralized) systems. This influence has matured over the years, and if we observed in the past how such systemic models can be applied in the design practice (part 1), we are facing now a new phase where Design will have an increasing role in enabling such systems through the analysis, visualization and design of their collaborative tools, platforms, processes and organizations (part 2). This scope falls into the Meta-Design domain, where designers build environments for the collaborative design of open processes and their resulting organizations (part 3). In this paper, we address this phenomena by elaborating the Open Meta-Design framework (part 4), that provides a way for designing open, collaborative and distributed processes (including those in the professional design domain). The paper positions the framework among current meta-design and design approaches and develops its features of modeling, analysis, management and visualization of processes. This framework is based on four dimensions: conceptual (describing the philosophy, context and limitations of the approach), data (describing the ontology of design processes), design (visualizing designing processes) and software (managing the connections between the ontology and the visualization, the data and design dimensions). We believe that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities. As a conclusion, the paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects (part 5).
Van Roessel et al. 2018: Extending the Methods of Media and Communication Stu...Julius Reimer
"Extending the Methods of Media and Communication Studies by Design Research: Co-Creation as an Approach for Journalism Research", presentation at the "68th Annual Conference" of the International Communication Association (ICA) on May 23rd, 2018, in Prague, Czech Republic (together with Lies van Roessel, Wiebke Loosen, Katharina Heitmann and Andreas Hepp).
BigFoot Digital: Dramaturgical self and content marketing strategyMelissa Hoover
In an era where online users share and disseminate public content, a 'digital' dramaturgical self image is being built and stored. The question arising from this is, who or what is building our digital dramaturgical self? Furthermore, are users even aware of having another builder involved in shaping the image of their digital dramaturgical self? The methodological approach will include a website remodelling, plugin installation—with the specific purpose of increasing audience conversation—setting up a content marketing strategy, social media engagement and collaboration efforts, and Web 2.0 digital sphere visibility. Projects such as Bigfoot Digital Footprint aim to increase audience awareness, but more so, to encourage audience engagement in PEST (Public Engagement with Science Technology) science communication and creation.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
A case study analysis on digital convergent design: Skynet Platform
1.
2. A case study analysis on digital convergent design:
SkyNet platform
Shawn De Freitas1, Begoña Bagur1
1
University of Brigthon, Di8it LTD
{shawndefreitas, bbagur @di8it.com
www.di8it.com
Abstract
This paper presents the results of the first phase of a three part case study analysis on the new e-business
platform SKYNET - a TV centric interactive content format originally developed by BSKYB. The research
was conducted in collaboration with BSKYB with the aim of exploring convergent design considerations
applicable to interactive television.
In the first phase and throughout this paper we employed a structural interview survey methodology which
surveyed peoples’ attitudes, perceptions and behaviour toward convergent services in general. From the data
collected we made certain assumptions (based on an established framework of “design as communication”)
about the results and tried to identify certain criteria that could be used to satisfy the main objective of this
paper which is to establish some broad criteria for convergent design considerations.
In conclusion, we summarized the research finding and presented some general comments and guidelines
about convergent design considerations in general.
Keywords: Convergence, Convergent Media Design, Semiotic Engineering, User Interfaces, SkyNet
1. Introduction
1.1. What is Convergence?
The concept of digital convergence is not new and has long been associated with developments in
the digital revolution. For decades many academics, scientist and media theorist have tried to
assess and forecast the implications of digital convergence on industry and society (Baldwin &
McVoy & Steinfield, 1996; Yoffie,1997). However, only until recently digital convergence
started to gain practical importance, this phenomena is mostly prompted by current development in
technology, creative management and government deregulation (Yoffie (1997).
Traditionally, communications media were separate and their services distinct. Broadcasting, voice
telephony (fixed and mobile) and online computer services were different and operated on
different platforms. Convergence is ushering in a new epoch of multimedia, in which voice, data
and images are synergistically combined onto a single network to render better, more efficient and
more innovative services to users.
1
3. Digitisation enables convergence by representing all forms of information in the same abstract
form - the digital binary format or bytes. According to Stuart Brand, “ with digitisation, all of the
media become translatable into each other - computer bits migrate merrily - and escape from their
traditional means of transmission …”
Another significant driver of convergence is device technology. As mediated devices become more
pervasive they are also becoming convergent, that is to say, these devices are becoming capable of
handling and displaying a variety of different media beyond the primary function of the device e.g.
PS2s, I-pods, mobile phones etc.
1.2. What is Convergent Media Design?
As pointed out by Pemberton (2001), although convergence has been a popular topic of discussion
within the field of HCI for more than a decade, very little empirical data has been reported on the
use of converged solutions.
To be clear, we first identify “convergent media” as cross-platform media - that which was
conventionally associated with a particular platform or device but through convergence can now be
distributed and accessed through another device or platform - conventionally associated with a
different media e.g. IDTV, mobile TV, and VOIP etc.
From this definition we define Convergent Media Design as a design strategy that focuses on
identifying and providing solutions to implications of convergent media systems and the
challenges of convergence. Because of the subjective and qualitative nature of “design” we felt it
was important to introduce certain concepts that constitute our framework for thinking about
design criteria. This criterion (presented in the following section) we felt provided a good
framework to interpret, evaluate and present the data we have collected in a consistent manner.
1.3. A Framework for Design: Semiotic Engineering
We start from a semiotic understanding of design i.e. Design as a form of communication between
two actors (the designer and user). This is an idea introduced by Clarisse de Souza in her book
“Semiotic Engineering” and further promoted and expanded upon by Don Norman in his book
“Psychology of Everyday Things”
The dialogue is initiated by the designer (it is a meta-communication); he must first envision and
construct a conceptual model of how the system functions and how it is likely to be used. If the
designer is aware and perceptive he will consider the potential users of the system (archetypical
users) and the context of usage (scenarios of how the system will be used by the users).This
approach can lead him to identify the user requirements and help him to interpret the user
problems. It can also allow him to walk through the conceptual model as an archetypical user,
potentially uncovering natural clues in the system or opportunity where clues can be integrated
into the system that would guide the user towards understanding and conceptualizing how to use
the system. The designer can create clues that naturally guide the user to “perceive-able action”
through “perceived affordance”.
2
4. These designed clues are what Norman refers to as “perceived affordances” (POET) and are an
essential part of the design communication. The word "affordance" was originally introduced by
the perceptual psychologist J. J. Gibson (1977, 1979) to refer to the actionable properties between
the world and an actor (a person or animal). To Gibson, affordances are properties of the natural
world that are compatible with and relevant for people's interactions. When affordances are
perceptible, they offer a direct link between perception and action.
The designer must map his conceptual model of the system onto a physical artifact/ device. In a
software system, the designer might create a graphic user interface GUI that will allow him to map
his conceptual model. Graphic User Interfaces are the part of a computational system that users
interact with. It is through this interaction that users grasp the functionality of the system. This is
another important consideration in the design communication process; as constraints exist that
might affect how that communication can be carried out and expressed.
According to Norman there are three basic categories of constraints: physical, logical, and cultural.
Physical constraints are closely tied to real affordances e.g. it is impossible to move the cursor
outside the screen. Logical constraints use reasoning to determine the alternatives, and are valuable
in guiding behaviour. Finally, cultural constraints are conventions shared by a cultural group e.g.
QWERTY keyboard.
In the context of convergent media design it is necessary to introduce another category as a slight
variation of a physical constraint. The device itself can impose constraints on the design
communication. “Device constraints” we describe as the technological limitations of a particular
device in being able to accommodate another medium not conventionally associated with that
device. A device may be designed to challenge the technological limitations of an intended
medium but unable to adapt to accommodate another medium so easily.
Finally, the user enters the dialogue of the design communication; he does this with a
preconceived, constructed mental model of how the system works. This mental model is based and
conditioned on experience, perception, and inference. Some devices have inherent mental models
e.g. the TV is traditionally perceived as a passive, linear medium based on a push strategy, while
the computer is perceived as multi-linear, lean-forward, interactive medium.
As services attempt to traverse platforms seamlessly, implications and design considerations will
begin to surface. These implications will in someway be associated to poor communication
somewhere in the design communication process and will be manifested in the system design. The
designer is faced with the challenge of creating a conceptual usability model of the application and
then building an interface that communicates to the users; in a way as to increase the users’
chances of understanding the message being sent. It is important that the convergent media
designer narrows the gap between the conceptual model of the system and the mental model of the
user; while trading-off against constraints - functionality and usability.
2. Survey Design
2.1. Research Aims / Criteria
The main aim of the surveys was to gain an understanding of people’s perceptions, attitudes and
behaviour toward convergent media. In order to determine the questions that needed to be asked,
the research aims were further broken down into three categories from which question were
constructed around. These categories are:
3
5. 1. Competitive/complementary category: This category surveyed participants’ exposure to various
media technologies and their preference in using a convergent service.
2. Behaviour category: This category surveyed the behaviour of participants. It considered
frequency of usage and the context of that usage.
3. Perception category: This category surveyed attitudes towards usage and the potential context of
usage. It surveyed potential and asked if people “would?”
2.2. Data Collection Strategy
A pilot test with 19 participants was conducted so that problematic areas could be uncovered and
corrected before data gathering. The method of data collection adopted for the survey was a
structured interview; where the data is collected by an interviewer rather than through a self-
administered questionnaire.
Interviewers read the questions exactly as they appear on the survey questionnaire. Comments and
responses to open-ended questions were written down to produce field notes at the end of each
data collection event. These field notes were aggregated along with the reflections of the
interviewers to form a field report. The field report allowed us to complement quantitative data
collected with qualitative insights from our participants and interviewers.
All participants were given incentives as a reward for their time. T-shirts were given to participants
who filled out the General Questions section and Demographics alone and Sky Navigators (remote
control with keypad embedded) were given to Sky users who filled out the General Questions,
Specific Questions and Demographics.
2.3. Demographics, Population and Target Sample
The population size of the data collected for the survey was 89 people; these people were
randomly selected from members of the general public. Among the 89 people surveyed 21 people
or 24% of those represented our target sample of sky users. 43 % of the participants asked were
female and 57% male. The range of age in the population was between 16 and 65 years with a
more or less bell shaped normal distribution.
3. The Results, Findings and Assumptions
3.1. Competitive/complementary Technological Category
89% of participants surveyed responded YES when asked, “Do you use the internet?” Among
these, 94 % accessed the internet at home, through a broadband connection.
This would suggest that participants have experienced with the active interaction model. This
percentage of participants should be at least familiar with the lean forward model of viewing,
“interactivity”, non linearity and the pull model associated with interactive TV.
51% of those that have access to interactive services represent our target sample of SKY users.
56% of the participants who had access to interactive features (NTL, Sky) responded YES when
asked, “Do you use the interactive features on your digital television?” These participants
represent 25% of our population.
4
6. The 44% of participants who have access to interactive features on their digital television do not
use them is a significant amount. This suggests that even though technologically the television is in
transition (transforming to incorporate a new active mental model) people’s perception and mental
model of television were not changing. Various reasons may account for this. The field notes
suggest that:
- Many participants received digital TV as part of a Triple service (telephone, internet and digital
TV) and are genuinely unaware of these services.
- Some participants have not made the mental model shift or are reluctant to and just prefer to
watch television, ignoring these services.
- Some participants prefer to perform internet related activities on the internet (where they have
broadband/wireless access) and not through their televisions.
Everyone in our survey population owned and used a mobile phone. Many of the constraints and
affordances of the mobile phone are also inherent to the interactive television platform e.g.
bandwidth is scarce in both environments and user input handset device lacks a full keyboard
interface and mouse pointer capability. Familiarity with the mobile phone device and the mental
model of that device could translate to and be applied to interactive services on the interactive
television platform.
3.2. Behaviour Category
When participants were asked to select how often they use certain services on their mobile phone.
The most infrequently used services were: (a) “Watch TV”, which only 5% of participants used
and (b) “Browse the internet” which 21% of participants used. However, of those participants 53%
use it once per month, a further 26 % once per week and 21% daily. It is worth mentioning that
68% of the people who browse the internet on their mobile phone do not use the interactive
services on their TV even though they have the access to them.
Behaviour vs Perception
TV Reception and Use of
Interactive Features Interactive Television Activities
100%
90%
Analog TV Freeview
80%
26% 28%
70%
Sky NTL / 60%
24% Telewest
22% 50%
40%
30%
20%
10%
Yes No
0%
56% 44% Voted
reality
Tailor Buy Catch up Press red
viewing Gambling Gaming goods on latest commerci Pause VoD Web on Email
show sport TV news als TV TV Chat
Behaviour (activities carried out by the
Use of Interactive Features on TV Perception (activities the participants would like to carry out)
Fig. 1. (Left) TV Reception and Use of Interactive Features
Fig. 2. (Right) Behaviour vs Perception. Interactive Television Activities
5
7. The most frequently used interactive services were: (a) Catch up on the latest new stories, (b)
Tailor viewing of a major sport event, (c) Press red on commercial, (d) Voted on an reality dating
show and (e) Video on demand. When participants were asked, “how often they use interactive
service on their television” none of the participants responded YES to using it “frequently”. A high
percentage of those that use interactive services responded to using them fairly infrequently.
However, the interactive services most frequently used on the television were those mostly
associated or directly related to TV show content. Most of these services either allowed the user to
access TV content more easily e.g. catch up latest new stories or enhance the viewing experience
of show content.
The most infrequently used interactive services were internet related service such as gaming, web
on TV, T-commerce, email and chat messaging. These can be considered “full” convergent
service. There services require active engagement and often interrupt the primary mode of
television viewing.
When participants from our target sample of Sky users were asked, “Do you ever press the red
button on the sky remote?” 65% of them responded YES. When they were further asked to specify
on which occasion they were likely to press the red button, the most frequent responses were: (a)
To access show related information, (b) To tailor viewing of show, (c) During an advert to get
more information and (d) To vote on a reality TV show
This finding is also consistent with our target audience of Sky Users that mostly press the red
button to go interactive when it was associated with enhancing the TV show they were viewing.
This suggests that people are fairly reluctant to engage with the active lean forward model of
interactive television. In instances where they do lean forward, it is most likely to enhance the
experience of the content they are viewing.
Another finding to support this assumption is that most participants when asked to describe their
usage of interactive services responded that they were most likely to use them “between
commercial” and “while waiting for my show to start”. This suggests that interactive services were
always considered secondary to the primary activity of watching TV. It also implicitly implies that
people were more likely to use an interactive service if it didn’t interrupt the primary activity of
watching TV.
When participants responded NO to pressing the red button they were asked to specify why not?
The most frequent responses were: (a) I’m afraid I can’t get back to my show, (b) Can’t be
bothered, (c) It is too slow! Take forever, (d) Tried once and had a bad experience, (e) every time I
connect they charge me and (f) I never have the remote to myself
43% of Sky users have Sky ++ an advance set-top box which allows user to access additional
interactive PVR services, like: pause/ rewind TV, one touch recording, record one programme and
watch another, record every episode of a series. Most Sky++ users frequently use all of the features
of their Sky++ box.
Sky ++ users are more likely to use interactive services. This might suggest that exposure to some
interactive features on the system might lead to further exploration of other interactive features of
the service. This might also suggest that once people adopt a mental model of certain features of
the system they might apply them to related features.
6
8. 3.3. Perception Category
When participants who don’t use or don’t have interactive services were asked what services they
would like to use on their TV, most of them selected those that were directly related to TV show
content: catch up on the latest news stories (73%), VoD (63%), to tailor the viewing on a major
sport event (59%) and pause TV, record to play back later and skip commercials (59%). Only 20%
of respondents said that they “just want to watch TV”
The perception of respondents towards the services they would like to use on their TV and the
services actually used is very similar. However, there is an important difference between the
behaviour and perception towards the categories “web on TV” and “email, chat”. While 10% of
participants who have interactive services declared that they use web on TV (behaviour), 39% of
participants who don’t have interactive features said that they would like to use this service
(perception).
When participants were asked about how they perceive finding information on their TV 57%
responded that they believed that it would be relatively easy to find, 36% said that it would take
some getting use to and only 7% believed that it would be difficult. 40% of the people who
perceive that finding information on their TV would be relatively easy to find are young people
from 16 to 25 years old, whereas most of the people who think finding information on their TV
would be difficult are aged from 31 – 50.
Most of the participants think that finding information on their TV would be easy even though they
haven’t tried it. This suggests a mental model and a preconception related with the device. The
television is a familiar device and very easy to use and most participants expect that all things
related to the device to be easy to use. An interesting comment from the field supports this: “Yes! I
go interactive on TV but I’m too old to learn how to use a computer”
Regarding purchases, 64% of participants wouldn’t be comfortable giving their personal details or
credit card information to make a purchase via television. This percentage represents a relatively
high number of participants who are unwilling to buy goods on TV. This is an interesting statistic
because 71% of these participants do buy goods via the Internet.
87% of the participants would not use Online Banking on their TV. It is worth saying that from
those, 55% use Online Banking on the Internet at the moment. Participants in general don’t think
the TV is secure or private enough to perform transactions. Some comments extracted from the
field notes support this finding “I would if it was secure”, “I don’t think it is secure enough yet”.
79% of the participants said YES when they were asked if they would be comfortable using the
keypad on their remote control to create and send messages to friends and relatives and 83% of
those send SMS daily. We can observe a correlation between both mental models supported by the
affordances of the input devices.
4. Conclusions and Guidelines for Convergent Media Design
In their book remediation, Bolter and Grusin pronounced that “Convergence is remediation under
another name, and the remediation is mutual: the Internet refashions television even as television
refashions the Internet” (Bolter, J. & Grusin, R. 1999) This process of remediation described by
Bolter and Grusin exposes the need for new design considerations, convergent design
considerations.
7
9. Convergent design should consider the medium the service is converging towards. A service that
has been designed for one medium then transferred directly to another, particularly between two
platforms that offer different device constraints and affordances, is likely to fail in the design
communication.
Because convergence challenges all the constraints - physical, device, logical and cultural,
convergent service must be design to be intuitive to understand, easy to use and valuable to the
user. Identifying constraints and opportunities where perceived affordances, metaphor and
narrative (design dialogue) can be created to guide the user becomes one of the most important
tasks for the convergent designer.
Creating rich user experience is a very important convergent design consideration; as convergence
in networks, services, media and technology is also enabling diverse media technologies to share
common functionality and features. It becomes essential in this competitive environment to match
the potential users’ expectation with the functionality of the convergent system. However, mere
functionality isn’t enough to attract and retain users to convergent services. Content that enhances
or complements the existing service will add value and create rich user experiences.
User centred design is another important consideration for good convergent design. Understanding
the user can help the designer to create a conceptual model that is consistent with the users’ needs
and requirements. It can also allow the convergent designer to understand the context of use of the
system; creating a more effective design communication and narrowing the gap between
conceptual model and the user mental model.
Understanding the mental models of the user specific to a particular device and identifying
transferable effective aspects of that mental model in another device can help users to understand
and potentially accept the convergent services. Because convergence challenges all the constraints
- physical, device, logical and cultural, convergent service must be design to be intuitive to
understand, easy to use and valuable to the user. Identifying constraints and opportunities where
perceived affordances, metaphor and narrative (design dialogue) can be created to guide the user
becomes one of the most important tasks for the convergent designer.
Promoting convergent features is also a part of convergent design considerations. In both mobile
phone and interactive TV devices many participants were unaware of convergent features. There
are several ways to approach the promotion of convergent service. Promotion can be considered
from a marketing approach. Marketing that connects to the user centred methodology through
persona development and scenarios can be very effective in identifying criteria for effective
promotion.
Branding is also very important to consider as brand strategy and communication are essential
parts of creating user experience. According to Pemberton & Fallahkhair “Physical branding then
becomes a part of the drive for usability, as we try to help the user answer questions about what the
service offers, who is providing it, what its relationship is to a broadcast programme, who, if
anyone, is asking for payment and so on. In other words, clear branding may help the user develop
a clear mental model of the service, which will enhance usability.”
Promotion can also be approached through the design process. This point is a re-iteration but
creating pleasurable services that people enjoy using and can emotionally connect to can generate
positive promotion. This can be facilitated through effective interface design that employs
information architecture, navigation and interaction design principles. Visual design can also be
effectively used to communicate aesthetics and emotional affects to the user. The focus should be
on making services that are easy to use and invite users to engage.
8
10. Acknowledgements. We thank Ian Valentine the Strategic Alliance Director of BSkyB for his
ongoing support and help. We thank BSkyB for collaborating and engaging with our research
endeavour and Richard Griffins, course Director Msc Digital Television and Production
Management.
References
1. Baldwin, Th. F., McVoy, D, S., Steinfield, C, Convergence Integrating Media (1996)
2. Bolter, J. & Grusin, R. (1999). Remediation: Understanding new media. Cambridge, MA: MIT Press.
3. Convergence’, in: Yoffie, D. B. (Ed.), ‘Competing in the Age of Digital Convergence’, Boston: Harvard
Business School Press 1997, pp. 1 - 35.
4. Fallahkhair, S., Pemberton, L. & Masthoff, J. (2004). A dual device scenario for informal language learning:
interactive television meets the mobile phone. In Kinshuk, Looi, C., Sutinen, E., Sampson, D., Aedo, I., Uden,
L., and Kahkonen, E.(eds). The 4th IEEE International Conference on Advanced Learning Technologies
(ICALT 2004). pp.16-20
5. Foddy, W. (1994) Constructing Questions for Interviews and Questionnaires, Cambridge University Press
6. Kaluza, B., Blecker, T., Bischof, C., Implications of Digital Convergence on Strategic Management
7. Norman, D. Affordance, conventions and design. Interactions, 38-43 (1999)
8. Norman, D. The design of everyday things. New York, NY: Basic Books (2002)
9. Oliveira Prates, R; Cavalcanti Leite, J & Sieckenius de Souza, C. Semiotically Based User Interfaces Design
Languages, Departamento de Informática, PUC-Rio
10. Pemberton, S. Did convergence kill the clock? Interactions of the ACM, 8(6), Nov-Dec, (2001)
11. R. Earnshaw (Eds.).Digital convergence: The information revolution (pp. 3-12). U.K.: Springer-Verlag.
12. Yoffie, D. B. Introduction. CHESS and Competing in the Age of Digital, (1997)
9