Theories of Digital Message Design
 Constructive design communication
  consists of:
 (1) dialogic loops,

 (2) usability of websites

 (3) keeping visitors

 (4) return visit strategies

 (5) relevant information
 The five components are: metaphors,
  mental model, navigation, appearance, and
  interaction.
 “Metaphors” refers to easiness of terms and
  concepts presented on a website.
 “Mental model” refers to the organized
  representation of information that the
  digital message designer intends to show.
 “Navigation” accounts for the effectiveness
  of the mental model through menu options
  and links.
 “Appearance” indicates the branding of the
  digital message.
 “Interaction” refers to the input/output
  systems to connect the digital message with
  the audience in an interactive manner.
   Web users expect to experience rich-media
    with video supplements added to textual
    information simultaneously (presence
    theory).
 The grid model provides useful
  implications for digital message design as
  well. This model consists of four grids: high
  involvement, low involvement, thinking,
  and feeling.
 The communication designer can think
  about the fundamentals of a website or a
  message.
   Religious website
   This website of Mitt Romney appeals to the
    website visitors and message readers by
    providing detailed information about the
    politician as well as emotional stories.
   High involvement and thinking
 “Rosebud,” a sign, was the symbol of Kane’s
  happy life with his family.
 The first is signifier: an actual sound calling
  an object. The second concept is signified:
  the meaning for which it stands. The third
  concept is called a sign: a representation
  that stands in place of an object.
“Computer”   A digital technology-based
                    device



Sign   Signifier      Signified
 The message (visual or written) can be
  either mechanical or manual.
 By mechanical, it means that the scene is
  viewed as is posed.
 If a digital message designer places a
  camera and takes the scene, it shows as it is
  unless it is manually manipulated.
 Meanwhile, a manual message is a
  handmade message.
 Maynard (1989) improved the theory by
  adding the concepts of depiction and
  detection.
 To depict is to represent symbolic meanings
  through signs or symbols. To detect is to
  discover something through the signs and
  symbols.
   Recognition theory states that a media
    message (e.g., picture, graphic, or signifier)
    represents a phenomenon because the
    message describes the phenomenon.
 One, seeing aspects involves resemblances.
 Two, seeing aspects is an imaginative
  activity.
 Three, seeing aspects is subject to the
  crucial points of the message.
 Four, seeing aspects is detached from
  belief.
 Five, seeing an aspect involves definite
  experiences.
   According to
    nonperceptual theory,
    when digital message
    audiences view the
    message, they tend to
    see similarities between
    the visual message and
    what it represents.
   The importance of visual
    message (e.g.,
    usatoday.com)
   Effective usability means a user-friendly
    layout of design, organization, and
    simplicity without losing key themes of the
    message. Particularly in a multimedia
    environment, clear, concise, and personal
    message styles appeal to the website
    visitors and message readers.
 The first thing to consider is ease of learning,
  how fast a user who has never seen the website
  or the message before can learn it sufficiently
  well to accomplish basic tasks.
 The second item is efficiency of use. There are
  not only new users but also experienced users.
  Efficiency of use is focused on how fast the
  experienced users can accomplish tasks.
   The third item is concerned with
    memorability. If a user has used the system
    before, the website or the message should
    be easy for the user to remember so that the
    user can start over again learning
    everything if necessary.
 Fourth, error frequency and severity
  needs to be considered. How often do users
  make errors while using the website or
  message? How serious are these errors and
  how do users recover from these errors?
 Finally, the digital message designer needs
  to open their eyes and ears to the site
  visitors and message readers to check
  subjective satisfaction.

Chapter 7

  • 1.
    Theories of DigitalMessage Design
  • 2.
     Constructive designcommunication consists of:  (1) dialogic loops,  (2) usability of websites  (3) keeping visitors  (4) return visit strategies  (5) relevant information
  • 3.
     The fivecomponents are: metaphors, mental model, navigation, appearance, and interaction.  “Metaphors” refers to easiness of terms and concepts presented on a website.  “Mental model” refers to the organized representation of information that the digital message designer intends to show.
  • 4.
     “Navigation” accountsfor the effectiveness of the mental model through menu options and links.  “Appearance” indicates the branding of the digital message.  “Interaction” refers to the input/output systems to connect the digital message with the audience in an interactive manner.
  • 6.
    Web users expect to experience rich-media with video supplements added to textual information simultaneously (presence theory).
  • 7.
     The gridmodel provides useful implications for digital message design as well. This model consists of four grids: high involvement, low involvement, thinking, and feeling.  The communication designer can think about the fundamentals of a website or a message.
  • 8.
    Religious website
  • 9.
    This website of Mitt Romney appeals to the website visitors and message readers by providing detailed information about the politician as well as emotional stories.
  • 10.
    High involvement and thinking
  • 13.
     “Rosebud,” asign, was the symbol of Kane’s happy life with his family.  The first is signifier: an actual sound calling an object. The second concept is signified: the meaning for which it stands. The third concept is called a sign: a representation that stands in place of an object.
  • 14.
    “Computer” A digital technology-based device Sign Signifier Signified
  • 15.
     The message(visual or written) can be either mechanical or manual.  By mechanical, it means that the scene is viewed as is posed.  If a digital message designer places a camera and takes the scene, it shows as it is unless it is manually manipulated.  Meanwhile, a manual message is a handmade message.
  • 16.
     Maynard (1989)improved the theory by adding the concepts of depiction and detection.  To depict is to represent symbolic meanings through signs or symbols. To detect is to discover something through the signs and symbols.
  • 17.
    Recognition theory states that a media message (e.g., picture, graphic, or signifier) represents a phenomenon because the message describes the phenomenon.
  • 18.
     One, seeingaspects involves resemblances.  Two, seeing aspects is an imaginative activity.  Three, seeing aspects is subject to the crucial points of the message.  Four, seeing aspects is detached from belief.  Five, seeing an aspect involves definite experiences.
  • 20.
    According to nonperceptual theory, when digital message audiences view the message, they tend to see similarities between the visual message and what it represents.  The importance of visual message (e.g., usatoday.com)
  • 21.
    Effective usability means a user-friendly layout of design, organization, and simplicity without losing key themes of the message. Particularly in a multimedia environment, clear, concise, and personal message styles appeal to the website visitors and message readers.
  • 22.
     The firstthing to consider is ease of learning, how fast a user who has never seen the website or the message before can learn it sufficiently well to accomplish basic tasks.  The second item is efficiency of use. There are not only new users but also experienced users. Efficiency of use is focused on how fast the experienced users can accomplish tasks.
  • 23.
    The third item is concerned with memorability. If a user has used the system before, the website or the message should be easy for the user to remember so that the user can start over again learning everything if necessary.
  • 24.
     Fourth, errorfrequency and severity needs to be considered. How often do users make errors while using the website or message? How serious are these errors and how do users recover from these errors?  Finally, the digital message designer needs to open their eyes and ears to the site visitors and message readers to check subjective satisfaction.