An Introduction to Interactive Media Theory
Transcription
An Introduction to Interactive Media Theory
An Introduction to Interactive Media Theory Crowdsourced from online resources Edited by Janna Quitney Anderson July 2009 2 1. Defining “interactivity” Researchers, practitioners and scholars have varying views on the very definition of “interactivity.” There is no single, authoritative definition. People have used the word to describe a wide range of action. From a sociological perspective it has been defined as actions conducted between two or more people, and in the field of human-computer interaction it has been applied to the style of control that exists for humans working with computers. Various researchers and professionals have begun to isolate its characteristics. In 2000, Downes and McMillan (http://nms.sagepub.com/cgi/reprint/2/2/157) noted that researchers in the 1990s argued about whether only real-time communication could be considered to be “interactivity.” For instance, Steur (1992) defined it as “the extent to which users can participate in modifying the form and content of a mediated environment in real time” but Rheingold (1993) wrote that asynchronous tools such as listservs, email and newsgroups are interactive. Downes and McMillan did a thorough review of the literature on interactivity and found that interactivity exists at varying levels. They established two categories by which levels of interactivity can be assessed, with three characteristics identifiable for each: message dimensions (direction, time and place) and participant dimensions (control, responsiveness and perceived goals). They wrote: “Something about the computer-mediated communication environment suggests that interactivity occurs even when the direction of the communication is more one-way than two-way, when the participant has relatively little control, and so on.” They suggest that there are “low-values” and “high-values” levels of interactivity and the message and participant dimensions help identify the interactivity level. Participant Dimensions Message Dimensions Time Control Place Responsiveness Direction Perceived Goals A low-values example is a corporate website with details of use to customers that requires navigation by selecting and pushing buttons. A high-values site offers users more control, responsiveness, and so forth. Over the past 20 years, research has consistently shown that interactivity is a benefit. Sproull and Kiesler (1991) found that electronic work groups are as efficient or more efficient than face-to-face work groups. Ang and Cummings (1994) did a study that found interactivity enhances information-seeking. 3 Well-designed interactivity attracts users and results in higher search rankings. Search engine tools such as those supplied by Google base results (rankings) of search on a formula that includes the amount of interactivity, hyperlinking and networking success of each site cataloged. Trammell and Keshelashvili (2005) found that the most popular blogs are written by people who manage their overall impressions best and Harp and Tremayne (2006) found that bloggers’ attention to hyperlinking patterns builds audience and therefore empowers certain sites more than others – ignored groups can increase popularity online by offering interactive choices through linking and other methods. As Koolstra and Bos (2009) report, while research has suggested that communication is most effective if a high level of interactivity between participants is involved, “there is neither consensus on how interactivity is defined, nor on how it can be measured.” Koolstra and Bos worked to develop an operational definition of interactivity that can be applied in most communications contexts and they offer a checklist of representative characteristics. They spin their definition from part of one proposed by Liu and Shrum (2002). Koolstra and Bos say interactivity is “the degree to which two or more communication parties [human or computer] act on each other in an interrelated matter.” Koolstra and Bos selected the elements for their interactivity checklist by studying three previous research studies that surveyed all earlier research into interactivity, those by Downes and McMillan in 2000, Kiousis in 2002 and McMillan and Hwang in 2002. 4 The scorecard shown above is an outline of Koolstra and Bos scoring. Each of the eight elements of interactivity on the K&B checklist can be scored at a level of high (2), middle (1) or low (0) interactivity. For instance, in the “Synchronicity” element of the K&B checklist, if no participants react immediately to a processed message the score is 0, if one participant reacts immediately the score is 1 and if two or more react immediately the score is 2. “Control” is one of the most frequently mentioned aspects of interactivity in most theoretical and operational definitions of the field. In the K&B scorecard, control is represented in two elements – timing flexibility and control over content. Shedroff’s explanation of IxD in his Unified Field Theory Nathan Shedroff’s Information Interaction Design: A Unified Field Theory of Design (1994, http://www.nathan.com/thoughts/unified/index.html) provides a useful foundation for interactive media professionals. His explanation of the reasoning behind interaction design is available free as an online document or downloadable PDF. In his introduction, he writes, “The most important skills for almost everyone to have in the next decade and beyond will be those that allow us to create valuable, compelling and empowering information and experiences for others. To do this, we must learn existing ways of organizing and presenting data and information and develop new ones.” Shedroff explains that the process of creating interactivity is roughly the same across all types of media – you move through overlapping steps he illustrates in this chart. This graphic was made in 1994, before Web 2.0 and it is dated but has some value. To read in more Shedroff’s work in full form, click on the link above. One statement he makes that will always be true: “If the experience you create is not a compelling one, you will never find a large audience.” Think: How could this graphic be updated to better reflect today? 5 Shedroff also created what he calls a Continuum of Interactivity in which he stacks interactive experiences. His chart is here; for more detail, consult the full paper. Manovich’s explanation in his five principles of new media In The Language of New Media (2001), Lev Manovich (http://www.manovich.net/) proposed five principles of new media: numerical representation, modularity, automation, variability, transcoding. Two-way+ use can be said to represent interactive digital media. Numerical representation • All new media objects are programmable digital code, image and text are programmed. It can be described and manipulated mathematically. Modularity • Independent elements (pixels, sound, frames, code) are combined to form a new media object. They can be modified and used in other works. Automation • Powerful functions built into software allow the creative energy of the author to be focused on the selection and sequencing of elements. Variability • A new media object is not something fixed once and for all, but can exist in potentially infinite versions. Transcoding • Media & culture are reshaped and transformed by the logic of the computer ‐ computerization of culture is a process of transcoding. 6 Defining interaction design Interaction design (IxD) is noted in Wikipedia as the “discipline of defining the behavior of products and systems that a user can interact with…[It] centers around software, mobile devices and other electronic devices, however it can also apply to other types of products and services and even to organizations themselves.” (http://en.wikipedia.org/wiki/Interaction_design) The term “interaction design” was proposed by Bill Verplank and Bill Moggridge in the late 1980s. Interaction designers work with the Internet, environments, physical products, services, interfaces and systems that combine some or all of these. They often work in interdisciplinary teams that include IxD specialists in graphic design, programming, psychology, user testing and product design. Most interaction designers apply theories from many fields, especially principles of cognitive psychology, including (keywords have hyperlinks to Wikipedia explanations) mental models, mapping, interface metaphors, and affordances. Many of these are laid out in Donald Norman's influential book The Psychology of Everyday Things. Academic research in Human Computer Interaction (HCI) includes methods for describing and testing the usability of interacting with an interface, such as cognitive dimensions and the cognitive walkthrough. (Moggridge video on interactions: http://www.youtube.com/watch?v=kVkQYvN4_HA) Interaction design methods and approaches Wikipedia’s crowdsourced section on interaction design methodologies and approaches is a good basic introduction, and we include a segment of it here for your convenience: Interaction designers often follow similar processes to create a solution (not the solution) to a known interface design problem. Designers build rapid prototypes and test them with the users to validate or rebut the idea. There are six major steps in interaction design. Based on user feedback, several iteration cycles of any set of steps may occur. 1. Design research Using design research techniques (observations, interviews, questionnaires, and related activities) interaction designers investigate users and their environment in order to learn more about them and thus be better able to design for them. 2. Research analysis and concept generation Drawing on a combination of user research, technological possibilities, and business opportunities, designers create concepts for new software, products, services or systems. This process may involve multiple rounds of brainstorming, discussion and refinement. To help designers realize user requirements, they may use tools such as personas or user profiles that are reflective of their targeted user group. From these personae, and the patterns of behavior observed in the research, designers create scenarios (or user stories) or storyboards, which imagine a future work flow the users will go through using the product or service. 7 After thorough analysis using various tools and models, designers create a high-level summary spanning across all levels of user requirements. This includes a vision statement regarding the current and future goals of a project. 3. Alternative design and evaluation Once a clear view of the problem space exists, designers will develop alternative solutions with crude prototypes to help convey concepts and ideas. Proposed solutions are evaluated and perhaps even merged. The end result should be a design that solves as many of the user requirements as possible. Some tools that may be used for this process are wireframing and flow diagrams. The features and functionality of a product or service are often outlined in a document known as a wireframe ("schematics" is an alternate term). Wireframes are a page-bypage or screen-by-screen detail of the system, which include notes ("annotations") as to how the system will operate. Flow Diagrams outline the logic and steps of the system or an individual feature. 4. Prototyping and usability testing Interaction designers use a variety of prototyping techniques to test aspects of design ideas. These can be roughly divided into three classes: those that test the role of an artifact, those that test its look and feel and those that test its implementation. Sometimes, these are called experience prototypes to emphasize their interactive nature. Prototypes can be physical or digital, high- or low-fidelity. 5. Implementation Interaction designers need to be involved during the development of the product or service to ensure that what was designed is implemented correctly. Often, changes need to be made during the building process, and interaction designers should be involved with any of the on-the-fly modifications to the design. 6. System testing Once the system is built, often another round of testing, for both usability and errors ("bug catching") is performed. Ideally, the designer will be involved here as well, to make any modifications to the system that are required. Two key aspects of interaction design – social and affective Social interaction design ‐ SxD Social interaction design (SxD) is emerging in the era of Web 2.0 because our computing devices networked and have begun to offer integrated communication capabilities. Phones, digital assistants and myriad connected devices from computers to games facilitate talk and social interaction. Social interaction design accounts for interactions among users as well as between users and their devices. The dynamics of interpersonal communication, speech and writing, the pragmatics of talk and interaction - are critical factors in interaction design. They are factors described less 8 by an approach steeped in the rational choice approach taken by cognitive science than that by sociology, psychology, and anthropology. Affective (emotional) response in interaction design Throughout the process of interaction design, designers must be aware of key aspects in their designs that influence emotional responses in target users. The need for products to convey positive emotions and avoid negative ones is critical to product success. These aspects include positive, negative, motivational, learning, creative, social and persuasive influences to name a few. One method that can help convey such aspects is the use of expressive interfaces. In software, for example, the use of dynamic icons, animations and sound can help communicate a state of operation, creating a sense of interactivity and feedback. Interface aspects such as fonts, color pallet, and graphical layouts can also influence an interface's perceived effectiveness. Studies have shown that affective aspects can affect a user's perception of usability. Emotional and pleasure theories exist to explain people’s responses to the use of interactive products. These include Don Norman’s emotional design model, Patrick Jordan's human factors model and McCarthy and Wright's Technology as Experience framework. The emotional design model recognizes humans’ tendency to equate good design with intrinsic quality in any product, person or place. Aesthetically pleasing things are perceived in a positive light. Norman applies three dimensions to his model: visceral, behavioral and reflective. He notes that most objects are perceived at all three levels, thus an effective design addresses all three. He proposed this model in his book Emotional Design (2005). In his book Designing Pleasurable Products (2002), Patrick Jordan proposes that successful design looks beyond usability to see how people’s values, aspirations, hopes, fears and dreams (he calls these “human factors”) can be studied and implemented. John McCarthy and Peter Wright argue in the book Technology as Experience (2004) that to successfully understand the “felt experience of technology” we must consider the sensual, emotional and intellectual aspects of our interactions with technology tools. Characteristics of an effective interaction designer An interaction designer is someone who can communicate and create compelling interactions to meet specific needs. Longtime professional Robert Reimann says the number-one skill of an interaction professional “is the ability to invent and visualize a coherent solution and be able to effectively communicate it to others.” In a discussion on the IxDA listserv, the following qualities of an interaction designer were agreed upon by many professionals; they also noted that most IxD professionals only possess a few of these qualities: • • • the skills to conduct user research/ethnographic research the skills to deliver high‐level visual design/graphic design/brand design the skills to develop interaction solutions (wireframes, prototypes, work flows) 9 • • • • • • the skills to test and refine the design the skills to lead a team through a complete process ability to communicate a vision of their design to business stakeholders, project team members and executives ability to prioritize risks to the user experience as a result of business decisions that reduce an interactive design ability to gather and prioritize stakeholder requirements alongside design decisions to arrive at a solution that is satisfying to both users and the needs of the business ability to translate requirements into functional specifications for use by developers ability to understand complexities of code languages • This is the ideal, as one participant in the conversation wrote, “Does anyone know anyone with all those skills? … I'm more interested in the ability to work in a team environment, manage expectations, talk to clients, and provide good criticism to the design team. I suppose these are called "soft skills" but they're... harder to come by.” Another participant wrote that if you could find these qualities in a four-person design team you would have what you need to get the job done. And one other participant added at the end of the discussion that he thinks the three most important skills are 1. Ability to conceive ideas (through deconstruction of previous work of a similar nature or through new-idea generation). 2. Ability to communicate the ideas so more than one person can understand it and buy it – this is related to collaboration and generally leads to a product you make by use of sketching, using Photoshop, etc. 3. Ability to critique, analyze and judge, because you must know what is good and what is not and what is right and what is wrong. “Bit thinking and sensemaking are most important,” he wrote. Former IxDA president Reimann contributed the following list to the discussion: INTERACTION DESIGN SKILLS/KNOWLEDGE Core Skills Research techniques Ethnography and discovery (user goals, motivations, work patterns) User modeling (persona and scenario creation; role‐playing) Product design (product‐level interaction principles and concepts) Interaction design (function‐level interaction principles and concepts) Interface design (component‐level interaction principles and concepts) Information architecture/design (content structure/presentation principles) Business Skills Project management Time management Stakeholder/client management Basic business writing (letters, email, meeting notes, summaries) Communications Skills Rhetoric/persuasive writing Expository writing and composition Technical 10 writing Public speaking/presenting Visual communication Interpersonal Skills Mediation & facilitation Active listening Interviewing/observation Team‐ building/collaboration Usability Skills Knowledge of user testing methods and principles Knowledge of cognitive psychology principles Media Skills Handling bit‐depth, pixel density, and resolution issues Managing color palettes Icon (pixel‐level) design GUI/screen layout and composition Page layout and composition Animation Sound design Prototyping (Paper, Visual Basic, HTML, Director, Flash, Acrobat, Maya, PowerPoint and the newer design tools now out or on the way) Knowledge of file formats and tradeoffs Technical Skills Understanding of basic computer/programming principles, tools, technologies GUI development principles, tools, technologies, Database principles, tools, technologies Understanding of software/hw development processes (specs, coding, testing) Knowledge of existing/new technologies and constraints Knowledge of mechanical engineering and manufacturing (for HW devices) Personal Skills Empathy Passion Humor Skepticism Analytical thinking Ability to synthesize information (identify salient points) Ability to visualize solutions (before they are built). Reimann also wrote the following article to introduce people to the IxD field. Excerpts from “So You Want to be an Interaction Designer” by Robert Reimann, June 1, 2001 http://www.cooper.com/journal/2001/06/so_you_want_to_be_an_interacti.html Interaction design as a discipline borrows theory and technique from traditional design, psychology, and technical disciplines. It is a synthesis, however—more than a sum of its parts, with its own unique methods and practices. It is also very much a design discipline, with a different approach than that of scientific and engineering disciplines. In an effort to clarify this, I offer the following definitions for interaction design. Interaction Design is a design discipline dedicated to: 11 o Defining the behavior of artifacts, environments, and systems (i.e., products) …and therefore concerned with: o Defining the form of products as they relate to their behavior and use o Anticipating how the use of products will mediate human relationships and affect human understanding o Exploring the dialogue between products, people, and contexts (physical, cultural, historical) Interaction design is also a perspective that approaches the design of products in several different ways: • From an understanding of how and why people desire to use them • As an advocate for the users and their goals • As gestalts, not simply as sets of features and attributes • By looking to the future-seeing things as they might be, not necessarily as they currently are Given these definitions, interaction designers must: • Learn new domains quickly • Solve problems both analytically and creatively • Be able to visualize and simplify complex systems • Empathize with users, their needs, and their aspirations • Understand the strengths and limitations of both humans and technology • Share a passion for making the world a better place through ethical, purposeful, pragmatic, and elegant design solutions Some things, as in any discipline, can't easily be taught. Empathy with users and the ability to conceptualize working solutions (and then refine them ruthlessly) are difficult skills to teach. At Cooper, we look for people with these talents, regardless of their formal education. Some come from traditional design backgrounds (industrial design and graphic design), but most have an eclectic education in the humanities, technology, or both. Many have had significant experience in software development organizations, working as technical writers, project managers, customer or technical support staff, and even programmers, where they created interaction designs out of pure concern for users being ill-served by technology. If you are considering interaction design, here are a few things to keep in mind: • Designers seldom code—if you are attached to programming, all power to you: the world needs more design-sensitive programmers. But unless you have complete control over your projects, you will be short-changing your users by trying to design and develop at the same time—it's a conflict of interest. So, if you can't stomach the thought of abandoning programming, interaction design may not be for you. 12 • Usability research is tremendously important, but it isn't design. It identifies problems, but doesn't (except at the most detailed level) suggest solutions. Can you envision and refine broad and detailed solutions, or are you more comfortable extracting facts from known situations? If the latter, then usability may be a better focus for your interests. • Temperament is important. The best interaction designers I know are interested in everything, and willing (even eager) to immerse themselves in unfamiliar territories to learn and absorb. They are also very concerned about people as individuals and the human condition in general. • Designers all need some basic skills; interaction designers should be able to draw or write well (doing both is rare and valued), and must be able to communicate excellently with both their colleagues and their clients. The toughest skill to acquire is that combination of creative insight and analytical thinking that is the hallmark of a great interaction designer. 2. Theories and interactivity Theories are analytic structures designed to explain observations, often classifying or categorizing these observations and making assertions about the underlying causes. They are used to construct a model of reality related to facts. They can sometimes be proven by experimental evidence and they generate fresh viewpoints and many arguments when they cannot be empirically verified. Established theories and market research into uses and users of media are the result of quantitative and qualitative studies. Sophisticated interactive media professionals understand that research makes a difference in creating successful communications products. An understanding of the theories of communication and methods for assessing audiences adds a layer of expertise and value to your skills set. Quantitative research is a systematic scientific examination employing mathematical models, theories or hypotheses, and specific measurement is its fundamental basis. Statistics is the most-used mathematical method in this research. A combination of quantitative and qualitative approaches is often used in market research; this is known as the mixed-methods approach. Qualitative research is the investigation of underlying meanings and the patterns of relationships – it is focused on language, symbols, signs and meaning. It is not completely based on mathematical models. Interviewing, content study and observation are key forms of this type of data collection. Some common types include: ethnography – the study of a culture (bikers, 12-year-old boys, video gamers) through direct observation; content analysis of recorded material such as books, magazines, online chat, e-mails or video and an assessment of the content; focus group – a small group of people from a larger set are asked to gather and give feedback on a product, idea, etc.; case study – an in-depth and extended study of a single group, issue, incident. This research does not always result in a statistically based analysis. 13 There are so many hundreds of theories, models and approaches to communications studies that we can’t touch on them all. Various disciplines, including communications, psychology, sociology, anthropology, political science, business marketing and other fields have various, often conflicting multifaceted ways of looking at the same things. In addition, professionals in the fields of user experience (UX), interaction design (IxD), user-centered design (UCD) and usability, information architecture (IA), the human-computer interface (HCI, also known as CHI for computer-human interface, and as interface design, see http://www.hcibib.org/) and other areas also have been establishing models and theories. Like living species, theories evolve and sometimes become extinct. Fun with models Harold Lasswell (1948) described the field of communications theory as the study of “who says what to whom in what channel with what effect.” Davis Foulger’s 2004 model shows some of today’s complexities in simple form. In a critique and comparison of various scholars’ approaches to studying communications and effects Robert Craig (1999) categorized seven “traditions” of communication theory: Rhetorical – the practical art of discourse; Semiotic – communication by signs; Phenomenological – experiencing “otherness”; Cybernetic – the information systems approach; Sociopsychological –expression, interaction and influence; Sociocultural – the reflection of social order. He constructed a chart to illustrate the ways in which the theories can be described and a chart critiquing each theory… http://www.colorado.edu/communication/meta‐ discourses/Bibliography/Craig%20(1999)/tables.html#Table1 14 15 16 Nathan Crilly, Anja Maier and P. John Clarkson conducted a study of all previous communications models and published their analysis in 2008 in the International Journal of Design. (http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/429/220) 17 Information theory – from the field of engineering Those who want understand the realm of interactive media, should understand the basics of information theory, a branch of electrical engineering and applied mathematics. Bell Labs scientist Claude Shannon’s (http://en.wikipedia.org/wiki/Claude_E._Shannon) founding of this field took place when he published “A Mathematical Theory of Communication” in 1948 (http://cm.bell-labs.com/cm/ms/what/shannonday/paper.html). It focused on how “the fundamental problem of communication is that of reproducing at one point, either exactly or approximately, a message selected at another point.” He applied tools in probability theory that had just been proposed by “Cybernetics” originator Norbert Weiner and presented answers by introducing a quantitative and qualitative model of communication as a statistical process underlying information theory. In this work, Shannon covered information entropy, redundancy of a source, the channel capacity of a noisy channel, and the “bit” – a new way of seeing the most fundamental unit of information. Shannon’s information theory established the source‐encoder‐channel‐ decoder‐destination pattern basic to communication. Shannon’s theory inspired scientists and engineers to design more efficient communications and storage systems by demonstrating the gains achievable by coding and by providing the intuition for the correct design of the coding systems. The theoretic concepts introduced by Shannon – “entropy” of a random variable, source and channel coding and the establishment of fundamental natural limits on communication – are intrinsic in the success of today’s digital information explosion. It is sometimes called the Shannon-Weaver model because Warren Weaver co-authored a more accessible booklength version of Shannon’s original scientific paper on the topic. 1948, the year Shannon’s theory was published, was a huge year for information and communications theories. Laswell published his communications theory definition: who/says what/in which channel/to whom/with what effect? And in the same year, 18 Wiener published "Cybernetics: Control and Communication in the Animal and the Machine," the foundational document for systems science and one that emphasized two important concepts: the statistical foundation of communication and the idea of "feedback." The Shannon model is based on the statistical concept of signal transmission, first emphasized by Weiner. In speaking, for instance, the information source is the brain, the transmitter is the voice producing the signal, the channel is the air the receiver and destination for the message is the person listening. Also important were Shannon’s concepts of entropy and redundancy and the necessary balance between them for efficient communication while offsetting noise in a channel. The more noise in a channel, the greater the need for redundancy, which reduces the relative entropy of the message. As defined by Weaver, the term "information" is used in a special way. He said it "relates not so much to what you do say as to what you could say." Information is similar to entropy in the physical sciences - it is a measure of the degree of randomness in that there's a freedom of choice in constructing a message. Noise is anything added to the signal that is not intended by the information source. It increases uncertainty. "Redundancy" is that part of the message that is unneccesary - if it were missing, the message would be essentially complete. Redundancy is used to offset noise in a communication channel. The more redundant the message, the less information it is carrying, yet increased redundancy can sometimes increase the efficiency of a communication system. Communicators generally try to reduce noise and expect noise. Noise can be offset with redundancy. The art of the right balance between entropy and redundancy is much of what makes a good communications initiator – a great communicator defines what people want, what they can utilize, what they should have. Human communication consists of a series of systems coupled into chains. A system is defined as any part of an information chain that is capable of existing in one or more states or in which one or more events can occur (Schramm, 1955). A communication system can be the air, wire or the human optic nerve. Systems include channels of information but also include sources, transmitters, receivers and destinations. They must 19 be coupled with one another to transfer information, and each link is vital. The interface between two systems is a gatekeeper point. Human communication systems are functional systems - not structural. They can learn. Communication systems can be corresponding (these can exist in identical states - a telegraph receiver always puts out dots and dashes the same way) or noncorresponding (these can't exist in identical states - the information given to a telegraph operator does not correspond to the message transmitted). In Information Theory terms, communication takes place "when two corresponding systems, coupled together through one or more noncorresponding systems, assume identical states as a result of signal transfer along a chain" (Schramm, 1955). Communication networks must be established and maintained if a group is to function. Schramm cites a number of measures derived from information theory that suggest ways of studying communication activity in small groups, including: Traffic - who does most of the talking/writing/communicating and how of it is done; Closure - how open the group is to outsiders and ideas from the outside; Congruence - the question of whether members are equal participants in group communication or whether some are primarily originators of communications while others are primarily receivers. In this course, we will not go further into the details of information theory – much more deep background is available online for those who have an interest. Other aspects of information theory include coding theory (source coding or data compression – lossy and lossless; channel coding – error correcting codes), source theory, channel capacity and the application of concepts to cryptography and cryptanalysis. Activity theory – from the realm of human‐computer interaction Activity theory (AT) can be traced to the work of German philosophers Kant, Hegel, Marx and Engels and even earlier, and it began to gain focus through the writings of Russian cultural-historical psychologists Vygotsky, Leont’ev and Luria. It originated as a way to assess the developmental processes by which a person is shaped by and shapes experiences through his or her actions. It is based on the fact that people work to achieve their expectations, ideals or utopian visions by taking actions and transforming the social and material world in which they exist. Vygotsky, heavily influenced by Soviet Marxism, began defining the theory in the 1920s, proposing that all human activities are mediated by culturally created tools or signs and through this the psychology of the individual is transformed. It wasn’t until the 1990s that human-computer interaction (HCI) researchers began to implement activity theory in research and design. They found that work previous to this failed to take into account the role of personal motivation of the individual, the specific setting or the role of the community. 20 Researchers such as Henderson (1991) urged that all of the circumstances and influences that may impact HCI should be included in research parameters. Activity theory offers a way to classify and understand the larger social processes that shape and influence how tools are created, used and accepted/rejected. Many traditional concepts of HCI research, including iterative design, participatory design and cognitive modeling fit within the framework of HCI (Kuutti, 1995, credit for this line and the diagram below). Tyler Waite has written a comprehensive study of AT (2005) that can be found here: http://www.slis.indiana.edu/faculty/yrogers/act_theory2/ This Web page has additional links to more useful information about activity theory. For those interested in AT, XMCA is the e-mail list for discussion of Mind, Culture and Activity, and the University of California-San Diego also publishes an online MCA Journal http://lchc.ucsd.edu/mca/ You can apply activity theory in the way that best fits the assessment you are trying to achieve. Another graphic depiction of AT, as applied by teachers to learners: Today, human-computer interaction (HCI) professionals use activity theory to understand and classify the social, physical and cognitive processes involved in performing tasks and how those tasks fit into a bigger picture. 21 Activity theory reveals how actions and processes are divided and shaped by the community as it is involved in accomplishing a goal; it shows how knowledge and human artifacts are refined and automated in a repeating loop of interaction and assessment; it illustrates the importance of involving individuals from a target community in the act of designing any computer‐mediated artifact. Researchers assess each action as it takes place and subdivide it into operations. In activity theory, researchers create “rules” about the object that is the focus of activity and “tools” can be physical (computer program, hammer, toothbrush) or a tool can be an idea, a language, even a theoretical framework. In an AT example by Waite, he lists the following AT research queries in a scenario in which he wishes to design a mobile device offering interactivity for a blind person going to a museum: What is the activity we are trying to support? Who are the individuals we are designing the tool for? What tools will they need? What are the objects they are working on? What is the transformational outcome they are working toward? Who is the community? What is the division of labor in the community? What are the rules of the community? What are the motives for this activity? What are the contradictions inherent in this activity? What are some of the actions the device could support? What are some of the goals that vision-impaired patrons have? What are some of the conditions the patron may encounter? What are some of the operations the patron may need to perform? What activity level support is the device going to provide? What action level support is the device going to provide? What operation level support is the device going to provide? What are the contradictions that may create barriers for implementing this solution? Symbolic interactionism – from sociology, information science People are now applying the sociological perspective of symbolic interactionism to study of human implementation of the Internet and this new tool’s influence on human behavior. This approach was developed out of the work of George Herbert Mead and Charles Cooley, who argued that people’s selves are social products and these selves are purposive and creative. Herbert Blumer (1969), who coined the term "symbolic interactionism" for this theory set out three basic premises of the perspective: 22 1. "Human beings act toward things on the basis of the meanings they ascribe to those things." 2. "The meaning of such things is derived from, or arises out of, the social interaction that one has with others and the society." 3. "These meanings are handled in, and modified through, an interpretative process used by the person in dealing with the things he/she encounters." Blumer, following Mead, claimed that people interact with each and other by interpreting or defining each other's actions instead of merely reacting to each other's actions. Their response is not made directly to the actions of one another but instead is based on the meaning which they attach to such actions. Thus, human interaction is mediated by the use of symbols and signification, by interpretation, or by ascertaining the meaning of one another's actions (Blumer 1962). Blumer contrasted this process, which he called "symbolic interaction," with behaviorist explanations of human behavior. Symbolic interactionist researchers investigate how people create meaning during social interaction, how they present and construct the self (or "identity"), and how they define situations of co‐presence with others. One of the perspective's central ideas is that people act as they do because of how they define situations. The work of another symbolic interactionist, sociologist Erving Goffman, and the concept of "the presentation of self" has become foundational to much scholarly understanding of online identity in chat, email, game environments, blogs, and social networks. Researchers are just now starting to apply SI approaches to studying computer-mediated interactions between individuals and within communities online, that utilize other lines of thought by Goffman, or the works of George H. Mead, Charles Cooley, Herbert Blumer, James Carey, Carl Couch, Norman Denzin or other theorists in the interactionist tradition. Definitions of the social situation, negotiation of meanings, social processes, framing, and other interactionist principles are possible theoretical foundations. Social network theory – from sociology, information science Simply described, a network is a collection of things that have a connection of some sort. The phrase “social network” (http://en.wikipedia.org/wiki/Social_network) has been in existence for more than a century as used to describe sets of relationships between members of social systems. J.A. Barnes and other scholars began using it to denote patterns of ties that cut across categories in the 1950s. There are many ways to study social networks. 23 Researcher Mark Granovetter found that smaller, closer networks with strong ties can often be less useful to their members than networks with many weak-ties connections to individuals outside the main network (1973). Today online, open networks (such as Facebook) offering many weak ties are more likely to introduce new ideas and opportunities to members than closed networks with strong connections among members. While there are many applications for social network research offline, the opportunities for a more controlled look at such connections are booming online. Social network analysis is becoming precise thanks to approaches and software developed to study online communities and relationships. This field assesses how the structure of ties influences individuals, their relationships and the results of these relationships. Social network analysis attempts to expose how ties develop and illuminate the ways in which structure and composition of ties affect norms. Today, Barry Wellman, danah boyd and other top Internet researchers are studying online social networks of various types. Students of social networks—that includes most of us, since we’re all tied up personally in uncountable such multilayered networks—have probably heard of “Six Degrees of Kevin Bacon,” based on the play “Six Degrees of Separation” by John Guare. When people play this amusing game, they try to show off their knowledge of pop culture by explaining the interweave of social connections between well-known figures. The game is based on the “small-world phenomenon” (http://en.wikipedia.org/wiki/Small-world_network - this is the theory that every human is somehow socially networked with everyone else through a short chain of connections. The first researcher to formally propose the theory was Ithiel de Sola Pool (http://en.wikipedia.org/wiki/Ithiel_de_Sola_Pool), in a work he completed in the 1950s with mathematician Manfred Kochen. The two men didn’t have computers on which to run models of their social-networks concept, but years later Harvard social psychologist Stanley Milgram (http://en.wikipedia.org/wiki/Stanley_Milgram) decided to develop it further. Milgram wound up publishing a study that popularized the idea of social networks in a May 1967 Psychology Today article that brought it to the attention of playwright Guare. 24 Building off the ideas of Pool, Milgram, and even Guare, mathematicians Duncan Watts and Steven Strogatz built a mathematical model and proposed in 1998 that small-world networks exist throughout the universe – and not simply in human relationships. As Watts explains in his 2003 book Six Degrees, they assessed examples ranging from power grids to the neural networks of the earth-dwelling nematode C. Elegans. They proved that the addition of a small number of random links can transform a disconnected network, making it highly connected. They found that any network can be a small‐world network “so long as it has some way of embodying order and yet retains a small amount of disorder.” Watts and his adviser Strogatz developed a mathematical model to explain the smallworld phenomenon. They tested it in many ways, including a mathematical look at Kevin Bacon and other actors. At the time, the total database of actors numbered 225,000. Watts and Strogatz found that every actor could be connected to every other actor in an average of less than four steps. After Watts and Strogatz published their first paper on the work, Notre Dame physicist Albert-Laszlo Barabasi asked them to share their data sets. He and an assistant had decided to update Milgram’s study, refine it, and enlarge it into a study of the Web. They found that any 1999 Web document was only nineteen clicks away from every other document. A few months later, Barabasi published a breakthrough paper in the journal Science that answered more “small world” questions. In it, Barabasi coined the term scale-free to describe a network in which connectivity is uneven. Most scale-free networks are large. The Internet is an example, and so are the world’s power grid and sexually transmitted diseases. Scale-free networks have a few highly connected “super nodes” or “hubs,” but most nodes are weakly connected. For instance, new pages are being created all the time on the World Wide Web, and as they are created most of them will likely provide links to other popular pages—hubs. The less popular pages are weakly connected; the popular pages are hubs. This phenomenon can be seen in human relationships—popular people who connect in a number of cultural groups are hubs. There are many scale-free networks in the world (http://en.wikipedia.org/wiki/Barabási–Albert_model). Barabasi explains in his 2002 book, Linked, that the six- and 19-degrees answers mislead people into thinking that things are easy to find in a small world. He said, “Not only is the desired person or document six/19 links away, but so are all the people or documents. . . . Since the average number of links on any given Web document was around seven, this means that while we can follow only seven links from the first page, there are 49 documents two clicks away, 343 three clicks away, and so on. By the time we reach the nodes that are exactly 19 degrees away, in principle we would have checked 10 to the 16th power documents, 10 million times more than the total number of pages on the Web (at that time). The contradiction has an easy resolution: Some of the links we meet along the road will point back to pages we have seen before. But even if it only takes one second to 25 check a document it would still take over 300 million years to get to all the documents that are 19 clicks away!” (If you would like to do so, you can read more here: http://www.nd.edu/~networks/Publication%20Categories/publications.htm#anchorallpub0001.) Watts, Barabasi, and many other scientists from various disciplines have now come together to study the similarities and differences of networks of every type and size. “Networks share resources and distribute loads, and they also spread disease and transmit failure,” Watts wrote in Six Degrees. “By specifying precisely how connected systems are connected, and by drawing explicit relationships between the structure of real networks and the behavior of the systems they connect—like epidemics, fads, and organizational robustness—the science of networks can help us understand our world.” Everett Rogers’ (1962) and other researchers’ work on the diffusion of innovations also falls under the category of social network theory. Rogers defines diffusion as “the process by which an innovation is communicated through certain channels over time among the members of a social system.” Diffusion of innovations is a theory of how, why and at what rate new concepts and tools are adopted and implemented. In diffusion theory, change agents and opinion leaders play major roles in spurring the adoption of new tools, ideas and so forth. You will read more on this in a section to come. Memes: British zoologist Richard Dawkins argued in his 1976 book The Selfish Gene that the world’s networks follow a code, replicating and effecting change in achieving their evolution and survival. He proposed the evolutionary transfer of culture in his theory. His work inspired scientists such as Hillis and others who hope to create digital ecosystems in which software is spawned. Dawkins originated the term meme (rhymes with seem) to describe a self-propagating unit of cultural evolution. Analogous to the gene, it is a unit of information that is passed along to the next generation. Dawkins said cultures evolve in the same way that physical constructs do. And just as genes may mutate over time, memes can undergo alterations. Today’s science of memetics applies the concepts of population genetics to a group’s culture. It is one of the ways in which networks are now being studied. In pop culture today, a meme can be a concept that spreads rapidly: Rickrolling, lolcats. For more, see: http://en.wikipedia.org/wiki/Meme and http://www.dipity.com/user/tatercakes/timeline/Internet_Memes Analysis: One of the world’s foremost experts on the Internet and sociology, Barry Wellman, wrote the following piece as a review of the book The Development of Social Network Analysis: A Study in the Sociology of Science, by Linton C. Freeman. These excerpts of Wellman’s review include solid information on the social network theory. “If you don’t belong to some kind of social network, you soon may not belong anywhere,” warns cyberpundit Daniel Tynan (2007)… There was a time when the only networks Americans knew were ABC, CBS, and NBC. Now, many people are enmeshed in multiple social networks. They get their information from the Internet, itself the product of multiple organizational and interpersonal 26 networks… In 2007, journalist Malcolm Gladwell won the American Sociological Association’s first Award for Excellence in the Reporting of Social Issues, in part for his discussion of social network phenomena in The Tipping Point (2000). How the world has changed! Thirty years ago, I could not even sell the term “social network” to sociologists. On the one hand, survey research was individualizing people as discrete respondents; on the other hand, Parsonian theory emphasized bounded groups socializing people through the injection of norms. Now the network metaphor is in the air. Linton Freeman tells the story well of the social network paradigm’s development… Freeman pays special attention to the field’s origins, starting with Simmel’s “web of group affiliations” … He dedicates his book to two pioneers: (1) J.L. Moreno, the 1930s eccentric original “sociometrician” who started the tradition of systematically observing interpersonal relations in small groups that so influenced James Coleman and others; (2) Harrison White who has seduced doctoral students since the 1960s into thinking structurally and using nifty mathematical and statistical techniques to tease out social structure. Freeman describes how the social network cults before the 1960s coalesced into a sect by the 1976 founding of the International Network for Social Network Analysis, and blossomed… He makes a persuasive argument that social network analysis is peculiarly both a theory—a way of looking at the world—and a methodology—a set of techniques for making sense of it that goes beyond the 1960s’ simplifying assumptions of individual and group. It was the advent of widespread computer use in the 1970s, he suggests, that afforded analysts the ability to tease out social structural complexities. What is so special about the social network paradigm? … In sum, a network consists of one or more nodes (persons, organizations, websites, etc.) connected by one or more ties (which may contain multiple relations such as financial aid or discussing important matters) that form analyzable patterns whose emergent structural properties are more than the sum of the ties and nodes. The approach allows thinking about engaging in multiple relations at once, with multiple sets of others, and makes the discovery of densely knit groups an empirical question. Hence, social network analysis is more than a method; it is a perspective on the world armed with tools and a body of applications ranging from questions of social isolation (and inclusion) to the structure of international relations and the web. It is a rapidly proliferating and institutionalizing paradigm… Where people used to think they ran in groups, they now maneuver in networks. To network has become a verb as well as a noun. Online communities theory Research into online communities is directly related to social networks. The term “online community” predates the use of “social networks” in reference to online groups. Virtual online communities are groups that communicate primarily through media such as blogs, e-mail lists, synthetic online worlds such as Second Life and other digital forms rather than face-to-face. In the spirit of the crowd-sourcing of this document, this section is an excerpt from Wikipedia’s entry on online participation (http://en.wikipedia.org/wiki/Online_participation) and more information not included 27 here can be found in the Wikipedia entry on “virtual community”: http://en.wikipedia.org/wiki/Online_community Several researchers have investigated motivation in virtual communities. Studies show that over the long term users gain a greater insight into the material that is being discussed and a sense of connection to the world at large. Peter Kollock (1998) researched motivations for contributing to online communities. In "The Economies of Online Cooperation: Gifts and Public Goods in Cyberspace", he outlines three motivations that do not rely on altruistic behavior on the part of the contributor: anticipated reciprocity; increased recognition; and sense of efficacy. Anticipated reciprocity • A person is motivated to contribute valuable information to the group in exchange for useful information and help in return. Increased recognition • The desire for prestige is one of the key motivations of individuals' contributions to an online group. Recognition of contributions leads to more posting. Sense of efficacy Sense of cmmunity • Individuals enjoy feeling as if they have an influence on the environment in which they operate. It supports their self‐ image. • The interactivity of a community encourages more interactivity. It is motivating for individuals to receive feedback, if it is positive feedback. Anticipated reciprocity. A person is motivated to contribute valuable information to the group in the expectation that one will receive useful help and information in return. Indeed, there is evidence that active participants in online communities get more responses faster to questions than unknown participants (Kollock). Increased recognition. Recognition is important to online contributors such that, in general, individuals want recognition for their contributions. It is an ego boost, which is sometimes referred to with the slang term “egoboo.” Kollock outlines the importance of reputation online: “Howard Rheingold (1993) in his discussion of the WELL (an early online community) lists the desire for prestige as one of the key motivations of individuals’ contributions to the group. To the extent this is the concern of an individual, contributions will likely be increased to the degree that the contribution 28 is visible to the community as a whole and to the extent there is some recognition of the person’s contributions. … the powerful effects of seemingly trivial markers of recognition (e.g. being designated as an “official helper”) has been commented on in a number of online communities…” Even anonymous contributors like to be well known in their communities. Meyers’ 1989 study of the computer underground noted that computer hackers who protect their personal identities are reluctant to change their pseudonyms regularly because the status associated with a particular nickname would be lost. They use the same nicknames repeatedly even though this can help the authorities to trace them. Profiles and reputation are clearly evident in online communities today. Contributors are encouraged to create personal profiles and as their contributions are measured by the community, their reputation increases. Facebook encourages elaborate profiles for members. In addition to this, many communities give incentives for contributing. For example, many forums award Members points for posting. Members can spend these points in a virtual store. eBay is an example of an online community where reputation is very important because it is used to measure the trustworthiness of someone you potentially will do business with. With eBay, you have the opportunity to rate your experience with someone and they, likewise, can rate you. This has an effect on the reputation score. Due to all of this information sharing, user privacy concerns are a key issue in interactive design. Sense of efficacy. Individuals may contribute valuable information because the act results in a sense of efficacy, that is, a sense that they have had some effect on this environment. There is well-developed research literature that has shown how important a sense of efficacy is (e.g. Bandura 1995), and making regular and high quality contributions to the group can help individuals believe that they have an impact on the group and support their own self-image as an efficacious person. Wikipedia is a good example of an online community that gives contributors a sense of efficacy. Wikipedia is an online encyclopedia that uses online software to enable anyone to create new articles and change any article in the encyclopedia. The changes you make are immediate, obvious and available to the world. Sense of community. There is another motivation, implicit in the above, which Marc Smith mentions in his 1992 thesis Voices from the WELL: The Logic of the Virtual Commons, "sense of community," as it is referred to in social psychology. People, in general, are fairly social beings and it is motivating to many people to receive direct responses to their contributions. Most online communities enable this by allowing people to reply back to contributions (i.e. Blogs allow comments from readers, one can reply back to forum posts, and so forth). Many other points tied to networks are being developed. One is Pareto’s Law – 20 percent of the people do 80 percent of the posting in online discussion lists. You may find it interesting to do research in the field of communities and networks. 29 Why people in communities “lurk” In addition to participants that actively contribute to online discussions, many people join virtual community spaces and do not post, a concept referred to as lurking. There are several reasons why people who belong to a community choose not to participate online, and chief among them are: getting what they needed without having to participate actively, thinking that they were being helpful by not posting, wanting to learn more about the community before diving in, not being able to use the software because of poor usability and not liking the dynamics that they observed within the group (Preece, Nonnecke & Andrews 2004) (Bishop 2007). REFERENCES (I include this list so you can consult some of the research studies) Ames, Morgan; Mor, Naaman (2007), "Why We Tag: Motivations for Annotation in Mobile and Online Media", Proceedings of the SIGCHI conference on Human Factors in computing systems (CHI 2007), San Jose, CA, USA, 2007 Benbunan‐Fich, Raquel; Koufaris, Marios (2008), "Motivations and Contribution Behaviour in Social Bookmarking Systems: An Empirical Investigation", Electronic Markets 18 (2): 150‐160, doi:10.1080/10196780802044933 Bishop, J. (2007), "Increasing participation in online communities: A framework for human– computer interaction", Computers in Human Behavior 23 (4): 1881‐1893, doi:10.1016/j.chb.2005.11.004 Kollock, Peter. 1999. "The Economies of Online Cooperation: Gifts and Public Goods in Cyberspace," in Communities in Cyberspace. Marc Smith and Peter Kollock (editors). London: Routledge. The author has made available an online working draft Krasnova, H.; Hildebrand, H.; Günther, O.; Kovrigin, A.; Nowobilska, A. (2008), "Why Participate in an Online Social Network: An Empirical Analysis", Proc. 16th European Conf. on Information Systems, (ECIS 2008) Joinson, Adam N. (2008), "Looking at, looking up or keeping up with people? Motives and use of Facebook", SIGCHI 2008, pp. 1027‐1036 Naone, Erica, "Who Owns Your Friends?: Social‐networking sites are fighting over control of users' personal information.", MIT Technology Review, July/August 2008 Nardi, Bonnie A.; Schiano, Diane J.; Gumbrecht, Michelle; Swartz, Luke (2004), "Why We Blog", Communications of the ACM 47 (12): 41‐46, doi:10.1145/1035134.1035163 Nov, Oded (2007), "What motivates Wikipedians", Communications of the ACM 50 (11): 60‐64, doi:10.1145/1297797.1297798 Preece, J. (2009), "An event‐driven community in washington, DC: Forces that influence participation", in Foth, M., Handbook of research on urban informatics: The practice and promise of the real‐time city, Hershey, PA: IGI Global, ISBN 978‐1‐60566‐152‐0 Preece, J.; Nonnecke, B.; Andrews, D. (2004), "The top five reasons for lurking: improving community experiences for everyone", Computers in Human Behavior 20 (2): 201‐223, doi:10.1016/j.chb.2003.10.015 30 Rafaeli, S.; Ariel, Y. (2008), "Online motivational factors: Incentives for participation and contribution in Wikipedia", in Barak, A., Psychological aspects of cyberspace: Theory, research, applications, Cambridge, UK: Cambridge University Press, ISBN 0521873010 Rheingold, H. (2000). The Virtual Community: Homesteading on the Electronic Frontier. London: MIT Press. (ISBN 0262681218) The author has made available an online copy Schaefer, Cora (2008), "Motivations and usage patterns on social network sites", Proceedings of the 16th European Conference on Information Systems (ECIS), Galway, Ireland, 2008 Siibak, A. (2007), "Casanova's of the Virtual World. How Boys Present Themselves on Dating Websites", Young People at the Crossroads: 5th International Conference on Youth Research in Karelia; Petrozavodsk, Republic of Karelia, Russian Federation; September 1‐5, 2006. (Eds.) M. Muukkonen& K. Sotkasiira, Joensuu University: Joensuun yliopisto, pp. 83‐91, ISBN 978‐952‐219‐ 020‐8 Vanderbilt University. Communication in Virtual Communities. Virtual Communication Wiki The International Journal of Web‐Based Communities News Consumption in Online Communities Barry Wellman, "An Electronic Group is Virtually a Social Network." Pp. 179–205 in Culture of the Internet, edited by Sara Kiesler. Mahwah, NJ: Lawrence Erlbaum, 1997. www.chass.utoronto.ca/~wellman [Translated into German as “Die elektronische Gruppe als soziales Netzwerk.” Pp. 134–67 in Virtuelle Gruppen, edited by Udo Thiedeke. Wiesbaden: Westdeutscher Verlag, 2000.] Wilkinson, Dennis M.; Huberman, Bernardo A. (2007), "Assessing the Value of Cooperation in Wikipedia", First Monday 12 (4): 60‐64 Yee, Nick (2006), "The Demographics, Motivations, and Derived Experiences of Users of Massively Multi‐User Online Graphical Environments", Presence 15 (3): 309‐329, doi:10.1162/pres.15.3.309 3. Other major theories from communications scholars Scholars in communications theory come from various academic backgrounds. This is a look at just a few of the most commonly cited and used theories. Each of these models emphasizes certain points relevant to the communication process or structure. A model is a simplified representation of the real world. No one model can cover everything. Most existing academic models of communications theory were built to describe oneway, push communications of the 20th century. Scholars and communications professionals are just now trying to assess how new forms of interactivity that allow people to participate, create and publish, directly respond, interact and mash up information may alter or eliminate old theories and inspire new ones. 31 Uses and gratifications theory The uses and gratifications (U&G) approach focuses on the study of what people do with particular media and why they do it. Because interactivity allows people to give and take information in so many ways, this theory is highly applicable for interactive media professionals. Established in the 1930s and ’40s, U&G addresses the ways in which audiences leverage these tools for personal goals (Cantril, 1942). U&G theory identifies how people are motivated to use particular communications tools to meet particular needs. In contrast to the concern of “media effects” research, which deals with what media do to people (which assumes a fairly homogeneous mass audience and "hypodermic" view of media), U&G looks at the possible functions mass communications serves for people, allowing for a variety of responses and interpretations. Uses and gratifications theory stresses the potential of the individual to use communications to serve human needs and even to reach out to achieve self-actualization. In fact, the U&G approach is tied to a functionalist paradigm in the social sciences – Abraham Maslow's hierarchy of needs (physiological, safety, love/belonging, esteem and self-actualization - http://en.wikipedia.org/wiki/Maslow%27s_hierarchy_of_needs). 32 It presents the use of media in terms of the gratification of social or psychological needs of the individual. The mass media compete with other sources of gratification, but gratifications can be obtained from a medium's content (watching a particular video on YouTube), from familiarity with a genre within the medium (watching TED videos on YouTube), from general exposure to the medium (accessing online videos), and from the social context in which it is used (interacting with others through YouTube). In 1974, Katz, Blumler and Gurevitch wrote that most uses and gratification studies up to that time were most concerned with: 1. The social and psychological origins of 2. needs which generate 3. expectations of 4. media or other sources, which lead to 5. differential patterns of media exposure (or engagement in other activities), resulting in 6. need gratifications and 7. other consequences, perhaps mostly unintended ones. The earliest U&G research studies assessed motives and selection patterns of audiences for radio (Cantril and Allport, 1935), reading (Waples, Berelson & Bradshaw, 1940), serious music (Suchman, 1942), radio daytime serials (Herzog, 1944), voters during the 1940 election between Roosevelt and Wilkie (Lazarfeld et al., 1948) children’s interest in comics (Wolfe and Fiske, 1949). These researchers tried to classify audience motivations into meaningful categories. In 1948, Lasswell introduced a four-function interpretation of the media on a macrosociological level. Media served the functions of surveillance, correlation, entertainment and cultural transmission for both society and individuals. Mendelsohn (1964) identified several functions of radio listening, including counteracting loneliness or boredom, providing useful news and information, allowing participation in events, companionship, bracketing the day and aiding social interaction. As later researchers who studied previous U&G studies noted, the functions served by communications included, “to match one’s wits against others, to get information and advice for daily living, to provide a framework for one’s day, to prepare oneself culturally for the demands of upward mobility, or to be reassured about the dignity and usefulness of one’s role” (Katz, Blumler & Gurevitch, 1972). According to Katz, Gurevitch, and Haas (1973) all media users have essentially the same five categories of needs: 1) Cognitive Needs: Needs related to strengthening of information knowledge, and understanding of our environment. 2) Affective needs: Needs related to strengthening aesthetic, pleasurable, and emotional experiences. 3) Personal integrative needs: Needs related to strengthening credibility, confidence, stability, and status of the individual. 4) Social integrative needs: Needs related to strengthening contact with family, friends, and the world. 5) Escapist needs: Needs related to escape, tension release, and desire for diversion. 33 Cognitive Needs • Related to strengthening of knowledge, understanding our environment. Affective Needs • Related to strengthening aesthetic, pleasurable and emotional experiences. Personal Integrative Social Integrative Escapist Needs • Relating to strengthening credibility, confidence, stability and status of the individual. • Relating to strengthening contact with family, friends and the world. • Relating to escape, tension release and desire for diversion. Exercise: List your own primary use for each of the following – talking/listening face‐to‐face, radio, television, newspapers, magazines, books, billboards and other public displays, your computer, your cell phone – and then find where that use belongs in the Katz, Gurevitch and Haas categories. Do your communications actions fulfill all needs? Which media do you use in most categories and why? Or you can reverse this exercise – look at the categories and then list the one communications format that best fulfills each need category for you … and next list all of the communications tools you use in each category. Studies in U&G continue, with examination of many media categories, including cable television, TV soap operas, Internet listservs, DVR use and so on. Of all of the theories that deal with communications effects and uses, this is the only one that attempts most directly to consider the actions of the active audience. It posits that all communications are open to a number of uses and interpretations. For instance, people use television to babysit their dogs, cats and children; they use it as background noise or for companionship; they use it as a burglary-prevention system (leaving the TV on in an unoccupied hotel room in hopes that it will stop a break-in), oh, and they also use it for entertainment and information. It is important for interactive communicators to understand the various and changing uses and gratifications of people they reach out to with their work. Uses and gratifications theorists argue that people's needs influence how they use and respond to a medium. Bryant and Zillman (1984) have shown the influence of mood on media choice. In their study of television program selection, boredom encouraged the choice of exciting content and stress encouraged a choice of relaxing content. The same media selection gratifies different needs for different individuals at different times. Different needs are associated with individual personalities, stages of maturation, backgrounds and social roles. An empirical study in the uses and gratifications tradition might typically involve audience members completing a questionnaire about why they access and use a particular communications approach. Denis McQuail offered (1987) the following typology of 34 common reasons for use of a television program (remember that this was before people could participate in the communication, so the list only covers accessing static content): Information • • • • • Finding out about relevant events and conditions in immediate surroundings, society and the world. Seeking advice on practical matters or opinion and decision choices. Satisfying curiosity and general interest. Learning; self‐education. Gaining a sense of security through knowledge. Personal Identity • • • • Finding reinforcement for personal values. Finding models of behavior. Identifying with valued other (in the media). Gaining insight into one's self. Integration and Social Interaction • • • • • • Gaining insight into circumstances of others; social empathy. Identifying with others and gaining a sense of belonging. Finding a basis for conversation and social interaction. Having a substitute for real‐life companionship. Helping to carry out social roles. Enabling one to connect with family, friends and society. Entertainment • • • • • • Escaping, or being diverted, from problems. Relaxing. Getting intrinsic cultural or aesthetic enjoyment. Filling time. Emotional release. Sexual arousal. Uses and gratifications theory is key to those working in interactive communications, because any communicator who wishes to reach an audience must begin with study of the potential participant and the questions that person is attempting to answer in order to make sense of the world. In her research, Jane Singer (1998) established that interactive communications obscures the line between sender and receiver of mediated messages. New media possess new attributes, including demassification (control by individual over the medium), asynchroneity (ability to access/participate at any convenient time) and interactivity – “the degree to which participants in the communication process have control over and can exchange roles in their mutual discourse” (Williams, Rice & Rogers, 1988). Communications theory literature offers a number of user-oriented dimensions of interactivity that are part of the U&G approach: involvement (Trevino & Webster, 35 1992); benefits (S. Ang& Cummings, 1994); threats (Markus, 1994); inconvenience (Soltz, 1995; Thomas, 1995); sociability (Fulk, Flanagin, Kalman, Monge & Ryan, 1996); and isolation (Dorsher, 1996). It is important to remember that options offered by Web 2.0 and Web 3.0 and other new digital display technologies were not considered when these studies were conducted. For instance, today “isolation” is in the eye of the beholder as more young people immerse themselves in highly active and participative online communities and social networks, sometimes at the cost of some face-to-face interaction. To a person who is not highly engaged online, it would seem that these young people are isolated but to many of these young people being social online is even more compelling, motivating and gratifying than being together with their friends face-to-face. U&G scholars have found that uses, gratifications and the amount of participation by audience members given choices for interactivity differ from person to person and sometimes also from day to day for any given person. For instance, there are days or times when interaction is goal-oriented and days when it is oriented toward random curiosity and sometimes users mix these two choices throughout their online experience. It has also been found that experienced users of a social network, site, search engine, etc., interact and make choices in different ways than do novices (Sundar, 1998). Interactive communicators have to keep that in mind. Multimedia options presented by digital devices allow for a wide variability in uses and gratifications as individuals are presented with an array of choices, they approach things in different ways at different times, and they have a certain amount of control by the very nature of the fact that they are operating in an interactive realm. In 1998, Ha and James listed five dimensions of interactivity – playfulness, choice, connectedness, information collection and reciprocal communication. Playfulness Reciprocal Communications Information Collection Choice Connectedness They broke their user typology down this way: “self-indulgers” and “Web surfers” find their fulfillment of selfcommunication and entertainment needs in the playfulness and choice dimensions of interactivity; “taskoriented” users find the connectedness dimension fulfills their information 36 needs; and “expressive” users find that the information collection and reciprocal communication dimensions of online interactivity allow them to communicate with others who have common interests. Ha and James found that information collection and reciprocal communication are higher levels of interactivity, and they classified playfulness, choice and connectedness as lower levels of interactivity. All of this happened before Web 2.0, and now social networks have changed the scene. Today, for some people, “connectedness” is a high-level interactivity use online. This is a great example of how accelerating change in information technologies today forces audience analysis into a flux state that must be continually monitored. U&G can be assessed by different methods of analysis in different levels including individual, small group, organizational, societal and cultural, and it is often accomplished through the use of multiple methods in a single study. U&G research continues to typologize motivations for media use in terms of diversion (as escape from routines or for emotional release), social utility (to acquire information for conversations), personal identity (to reinforce attitudes, beliefs and values), and surveillance (to learn about one’s community, political affairs and events). U&G researchers generally focus on choice, reception and the manner of response of the individual consuming the media. They study why people choose the information and communication technologies (ICTs) they use and ascertain what benefits they derive from them. In a 2001 study of college-age Internet users in the U.S. (http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.23.413), Janna Anderson and Byung Lee found and identified three groups: Assimilators (who absorbed the Internet into their lives), Hoppers (popping on and off the Internet) and Sensors (who preferred the real over the virtual and tend not to use the Internet). By 2007 more people were going online for gratification of more different needs and finding more ways to gratify those needs, and John Horrigan of the Pew Internet and American Life Project established an updated typology of Internet users (http://www.pewinternet.org/Reports/2009/5-The-Mobile-Difference-Typology.aspx?r=1). He found that people who did not use the Internet or cell phones at all constituted 14 percent of U.S. adults. The following groups constituted the rest of his typology – all users: 37 Digital Collaborators 8% Roving Nodes 9% Drifting Surfers 14% Ambivilant Networkers 7% Mobile Newbies 8% Information Encumbered 10% Media Movers 7% Desktop Veterans 13% The Tech Indifferent 10% Horrigan discovered: • • • • • • • • • 8 percent of adults use information gadgets to collaborate with others and share their creativity with the world; 7 percent of adults heavily use mobile devices to connect with others and entertain themselves, but they don’t always like it when the cell phone rings; 7 percent of adults use online access to seek out information nuggets, and these nuggets make their way through these users social networks via desktop and mobile access; 9 percent of adults use their mobile devices to connect with others and share information with them; 8 percent of adults lack robust access to the Internet, but they like their cell phones; 13 percent of adults are dedicated to wireline access to digital information; 14 percent of adults are light users despite having access to the Internet, and they say they could do without modern gadgets and services; 10 percent of adults feel overwhelmed by information and inadequate to troubleshoot modern devices; 10 percent of adult users are unenthusiastic about the Internet and cell phones. Media planners must be conscious of potential audiences and the gratifications they are trying to obtain. U&G theory, although it has critics, is a basis for audience research and is key to continued communication success in this accelerating age of digital media. The media uses and effects horizon is increasingly complex and requires continuous monitoring and adjustment and careful attention to antecedent, mediating and consequent conditions (Rubin, 1994). As new technologies present people with more choices, motivation and satisfaction become more crucial components of user analysis. Following are just two of the many examples of visualizations of U&G made available by strategic communications firms in 2008-09. All firms involved with engaging audiences are constantly assessing U&G and coming up with models to study current trends. 38 The Conversation Prism by Brian Solis and Jess3. – Click here to get a larger image. The Ruder Finn Intent Index. – Click here to get a larger image. 39 Knowledge gap theory This hypothesis was first stated by Tichenor, Donohue and Olien in 1970 in an article titled "Mass Media Flow and Differential Growth in Knowledge." It proposes that with each new medium, the gap between the information-rich and information-poor widens because of differences in access to the new medium and the individuals’ capacity to use it effectively. They said, "As the infusion of mass media information into a social system increases, segments of the population with higher socioeconomic status tend to acquire the information at a faster rate than the lower status segments, so that the gap in knowledge between these segments tends to increase rather than decrease." The hypothesis predicts that people of both low and high socioeconomic status gain in knowledge with the passage of time and the infusion of additional information. But people with higher status gain more, and the gap between the two groups grows larger and larger. This hypothesis suggests that planners of information campaigns should choose different media to reach different audience sectors or present their information in such a way that it is seen as arousing a key, basic social concern – this type of message is more likely to spread from people to people and across platforms. Information sometimes causes knowledge gaps in audiences to widen and sometimes causes them to narrow. In discussions of the Internet, the gap is often called the “digital divide,” and people are encouraged to work for “digital inclusion.” Social construction vs. technological determinism Two competing camps in theory are the “constructivists” and the “determinists.” Social construction of reality Theorists who subscribe to social constructionism (http://en.wikipedia.org/wiki/Social_constructionism) assume that social factors and the features of technology tools are intertwined and influence the use of ICTs together. Adoni and Mane (1984) propose a three-part model: 1) Objective reality (reality experienced in the objective world existing outside the individual and made up of facts); 2) Symbolic reality (any form of symbolic expression of objective reality, including art, literature and media contents); 3) Subjective reality (the reality constructed by the individual on the basis of objective and subjective reality). Elliott et al. developed a model of the possible effects of the film "JFK" on individuals' subjective reality. The film blended documentary and fiction footage, combining facts with invented material that is not consistent with widely accepted accounts of the events of that time. Researchers said people attempt to construct a "subjective reality" based on information from objective and symbolic reality. Information used to construct a subjective reality is evaluated in terms of its perceived reality. The greater the perceived reality, the greater the likelihood that the information will be incorporated into an individual's world view. Cultivation theory is one of many approaches to empirical research on the social construction of reality. Developed by George Gerbner et al. at the Annenberg School of Communication at the University of Pennsylvania, cultivation theory was introduced in a 1969 article urging a closer look at cumulative effects of media exposure. Gerbner 40 studied the influence of television as the central cultural arm of American society. The effect of audience exposure from the 1950 to 1990 (pre-cable and satellite and rise in number of networks and channel options) to the same messages produced what he called a "cultivation" or the long-term teaching of a common worldview, common roles and common values as a result of exposure to the media. In some studies, viewers of local TV newscasts with a high percentage of crime reporting had the impression that the level of crime was much higher than it really was in their localities. Researchers also divided cultivation effects into two types – first-order beliefs (referring to beliefs concerning facts about the real world, such as annual number of victims of violent crime) and secondorder beliefs (referring to extrapolation from these facts to expectations or orientations, such as a belief that the world is a safe or dangerous place). Technological determinism Technological determinists (http://en.wikipedia.org/wiki/Determinism) generally believe that technological advances are a central causal element in processes of social change. In 1964 Marshall McLuhan (http://en.wikipedia.org/wiki/McLuhan) said, "the medium is the message." In his classic book "Understanding Media" (1965), he said, "The effects of technology do not occur at the level of opinions or concepts, but alter sense ratios or patterns of perceptions steadily and without resistance." He said the technologies we use affect our habits of perception and thinking. Proof of some of his concepts may be showing in other ways, for instance, all the way back in the 1970s when television became the dominant medium in most people’s homes, the National Assessment of Educational Progress report on the deterioration of writing skills stated that "the culture is increasingly less print-oriented" (1975). If you were to say, “The Internet is making people read and write less,” a social constructivist would say that society helps shape its tools and your statement is technological determinism and it is not completely accurate. Neil Postman (http://en.wikipedia.org/wiki/Neil_Postman) explained – in his role as a technological determinist – that “the uses made of technology are largely determined by the structure of the technology itself, that is, its functions follow from its form.” McLuhan wrote that new technologies alter our perceptual habits and influence social action. He wrote that the invention of print technology – cause-effect – made possible most of the trends of the 19th and 20th centuries in the Western world, including democracy, Protestantism, capitalism, nationalism and individualism. Diffusion of innovations theory A multi-step flow model is used in diffusion research – the study of the social process of how innovations become known throughout a social system. This is different from what has been known in communications research as the two-step flow, which is only concerned with how each individual receives information and passes it along to others. The diffusion process is an assessment of processes in the final stage of the adoption or rejection of an innovation. Everett Rogers is the best-known researcher in this area. His book, "Diffusion of Innovations," (2003) examines thousands of research reports and publications. He defines 41 innovation as "an idea, practice or object that is perceived as new by an individual or another unit of adoption." Ryan and Gross (1943) did a study of the diffusion of hybrid seed corn among Iowa farmers - one of the most influential studies of diffusion of all time. Their investigation included the four main elements of diffusion: 1) an innovation; 2) communicated through certain channels; 3) over time; and 4) among the members of a social system. Rogers says an innovation generates a kind of uncertainty in that it provides an alternative to present methods or ideas. He categorizes the characteristics of an innovation that affect their rate of adoption as follows: 1) Relative advantage - the degree to which an innovation is perceived as better than the idea it supercedes; 2) Compatibility - the degree to which an innovation is perceived as being consistent with the existing values, past experiences and needs of potential adopters; 3) Complexity - the degree to which an innovation is perceived as difficult to understand and use; 4) Observability - the degree to which the results of an innovation are visible to others. Rogers says that generally innovations that are perceived by receivers as having a greater relative advantage, compatibility, trialability, observability and less complexity will be adopted more rapidly than other innovations. Rosenberg (1995) listed constraints on an innovator's ability to forsee the impact of an innovation. They include: its initial, primitive form; its potential specialized uses; complementary and competitive relationships among technologies; and the economic value of the innovation. The innovation decision process This is a mental process through which a unit making a decision passes. Rogers says it has five stages: 1) Knowledge - exposure to the innovation and some understanding of how it works; 2) Persuasion - formation of an attitude toward an innovation; 3) Decision - activity resulting in a choice to adopt or reject the innovation; 4) Implementation putting the innovation to use; 5) Confirmation - reinforcement or reversal of the innovation decision made. Rogers also specifies five adopter categories, classifying those making a decision in their rate of adoption of an innovation: 1) Innovators - venturesome, eager to try new ideas; 2) Early adopters - respectable, usually highest degree of opinion leadership in a social system; 3) Early majority - deliberate, interact frequently with peers but seldom in leadership positions; 4) Late majority - skeptical, often adopt innovation out of necessity; 5) Laggards - traditionals, many near-isolates whose point of reference is the past. Rogers noted that “opinion leaders” have significant influence over adoption. In today’s Internet terms, it is advised that you “ignite your core-brand evangelists.” “Consequences” are the changes that occur to an individual or a social system as a result of the adoption or rejection of an innovation. Rogers' list of three classifications of consequences: 1) Desirable v. undesirable consequences - depending on whether 42 effects of innovation are functional or dysfunctional; 2) Direct v. indirect - depending on whether the changes occur in immediate response to an innovation or as a second-order result of the direct consequences of an innovation. 3) Anticipated v. unanticipated depending on whether or not the changes are recognized and intended by the members of a social system. Not all innovations bring desirable results – for instance, the Internet brings everyone, including terrorists and criminals, the same opportunities to communicate quickly and efficiently. All technologies have positive and negative effects. The spiral of silence theory This is the idea that peoples' willingness to speak out on issues is influenced largely by their perception of the climate of opinion. When a person’s opinion appears to him or her to be out of favor, he or she will usually remain silent. The theory was developed by Elisabeth Noelle-Neumann (1973, 1980). She said that three characteristics of mass media – its ubiquity, cumulation and consonance (the unified picture of an event or issue often shared by most or all media) – combine to produce powerful effects on public opinion and sometimes inspire individuals to contain their opinion for fear of social isolation or reprisal. The spiral of silence theory posits that on any controversial issue people form impressions about general public opinion, seeking to ascertain whether they are in the majority. If they feel they are in the minority, they remain silent on the issue. The media are the source the audience looks to find the distribution of public opinion, thus they can affect the spiral three ways: 1) by shaping impressions about which opinions are dominant; 2) by shaping opinions about which opinions are on the increase; 3) by shaping impressions about which opinions one can utter in public without fear of becoming isolated. In the online realm, people who remain silent may sometimes be influenced by “flaming” (http://en.wikipedia.org/wiki/Flaming_(Internet)) – hostile replies in exchanges by online users. Powerful effects theory This was first presented by Noelle-Neumann in her article "Return to the Concept of Powerful Mass Media" (1973); her spiral of silence fits here. Three other studies also supporting powerful effects of the media were done by Mendelsohn (1973), Maccoby and Farquhar (1975) and Ball-Rokeach, Rokeach and Grube (1984). Mendelsohn described his work on three campaigns: The CBS "National Drivers Test" (1965 program which inspired 35,000 drivers to enroll in improvement programs); a six-minute film about drinking and driving; and an informational soap opera series aimed at MexicanAmericans in Los Angeles. Testing indicated that about half or less of the target audiences were affected by these award-winning messages, yet this was seen as a success in all three cases. He said campaigns that are successful in changing an audience 1) Spell out extremely specific, reasonable campaign objectives clearly; 2) Pinpoint the target audience; 3) Work to overcome indifference of the audience to the particular issue; 4) Find relevant themes to stress in the messages. 43 Maccoby and Farquhar did a study of the use of mass communication to reduce heart disease. Three towns were targeted, one was a control which received no special communication; one received an eight-month media campaign; one received the same media campaign plus intensive group instruction for a sample of high-risk adults. People in both towns in which media campaigns were conducted exhibited behavior changes. Predictably, the town in which was given additional instruction benefitted most. BallRokeach et al. developed a model for changing people's values. Their model states that an audience changes values and attitudes – and even behavior – when it is forced to face inconsistencies in its basic values. People who are forced to recognize inconsistencies in their belief systems may reassess them and change. The researchers produced a 30minute television program titled "The Great American Values Test." Viewers of the program donated more money to the charitable organizations. Viewers who watched uninterrupted gave more money than those who did not see the entire program. Viewers also changed their value rankings and attitudes relating to those values. Media effects are most powerful when they reach communications participants on multiple levels. Findings in powerful effects research, if extrapolated, indicate that multiple interactive layers can be used to reach participants, teach them and reinforce key messages at a high level of success. Power law effect What is a power law effect? It’s when a system drives activity to reinforce unnaturally the behavior that caused something to be there in the first place. For example, if one of the metrics of an Internet filter counts the number of people clicking on a top search, then the more clicks, the longer the item will stay at the top of the list of searches, even if naturally it would have fallen off the list earlier. Conversely if a metric for a filter involves a spontaneous act, driven by imagination, like writing a Twitter tweet, then exposing those items at the top of the filter might be less likely to drive up activity. Users are influenced by seeing the “most-clicked-on” items and they click on them thus driving the effect ahead – if you show results to the users, upon seeing a popular topic, they might begin tweeting about that topic without having thought of it before seeing it as a popular topic. In other words, by revealing the metrics you focus on, you can push users to change their behavior. By driving behavior, power-law distributions keep things with some power at the top because they are at the top and this can even drive them higher. It becomes a loop. Agenda‐setting and media framing theories Max McCombs and Donald Shaw published key work in the 1970s, ’80s and ’90s on this theory by researching the ways in which “mass media exert a significant influence,” 44 establishing the prominent issues and defining the images that represent those issues in the minds of the public. McCombs wrote in 1997, “the news media can influence how a community regards itself, including priorities and the factors that guide its views on particular issues; against this background, all news organizations must give close attention to their role in building community consensus.” This theory says that the media we consume tell us what to think about, and how to think about it. “Agenda setting” transfers the salience of items of established communicators’ news agendas to our agenda. “Framing” transfers the salience of selected attributes to prominence among the pictures in our heads. A frame can be defined as "a central organizing idea for news content that supplies a context and suggests what the issue is through the use of selection, emphasis, exclusion and elaboration" (Tankard et al. 1991). This is one way to study objectivity and bias. Framing has more subtle and powerful influences on audiences than bias. Frames can be defined by a newsmaker, then picked up by the media – for example, during the George W. Bush administration much of the news from Iraq and Iran was framed in terms of a terrorist threat to the United States. Framing can help us understand how audiences process news. Some ways of framing information may hook up better than others with existing schemas people have in their minds, thus communicating more clearly. Framing can be suggested by visual imagery, headlines, leads, pull quotes and nut graphs. These are sometimes described as “advanced organizers.” Research has shown that framing can have an effect on the way audience members end up interpreting an issue. Iyengar (1991) argued some of the most important framing done by the media has to do with suggesting who is responsible for a problem and who can help provide a remedy. His research shows that much TV news content, by focusing on discrete events out of context, causes viewers to assign responsibility for social problems to individuals rather than to society as a whole. Again, a good example of this is George W. Bush. Wanta and Roy (1995) looked at how long an agenda-setting effect will last before it disappears due to memory decay. They suggest that memory plays a role in agendasetting effects. The Lang and Lang six-step description of agenda building suggests that the way the media frame an issue and the code words they use to describe it can have an impact. In addition, the role of well-known individuals commenting on the issue can have a significant impact. McCombs and Weaver have suggested that agenda setting may not take place to the same extent and in the same way for all individuals. The "need for orientation" may differ. This is based on two factors: the relevance of the information to the individual and the degree of uncertainty concerning the subject of the message. The greater the relevance of the information and the greater the uncertainty, the greater the need for orientation. Since 1987 the phenomenon of “intermedia agenda-setting” – how media reports influence and set the agenda for other media reports – has been studied. The Internet and online tools like Twitter, with which people share links and ideas become “viral,” take intermedia agenda-setting to new heights of complexity. In the 1990s, the 45 mainstream media influenced online discussions, for instance, Roberts, Wanta and Dzwo (2002) found that the New York Times, Reuters, the Associated Press, CNN and Time all had agenda-setting effects on the discussions on online chats. Today, the mainstream media may be following up on news that breaks first online in a blog post or on Twitter. It doesn’t take a research study to show that the tables have turned. The first news of protests after the 2009 Iran election was shared by Iranians themselves, writing from the scene of the protests in Twitter feeds that soon became the talk of television network news programs and made the headlines in the New York Times, Time and the AP. We still don't fully understand how agenda setting works online, in a world where interactivity allows the public to have some influence over content. It is a moving target, with influence on ideas now originating in cyberspaces such as YouTube, blogs and Twitter. No matter where they get their information, people evaluate it from their own perspective, which includes many other influences, and this may result in agenda-setting effects for some messages but not for others. The processes of selective perception and retention come into play to influence the agenda-setting process. Professional communicators have the responsibility to do what it takes to help identify key issues and set the proper, vital agenda. Perception theory How do people make sense of the words and images they receive? The starting point for processing messages is the individual act of perception. Perceptual theory shows us that the process of interpreting messages is complex. Communicators may often have a difficult time getting audiences to pay attention to their messages, learn the contents of them and make the desired behavioral responses to them. Berelson and Steiner define perception as "the complex process by which people select, analyze and interpret sensory stimulation into a meaningful and coherent picture of the world." Lahlry defines perception as the process by which we interpret sensory data. These come to us through the five senses. The two types of influences on our perception are structural ‐ those that come from the physical aspects of the stimuli to which we're being exposed ‐ and functional ‐ psychological factors that influence how we see things, introducing subjectivity to the process. "Decoding" is the process of receiving and interpreting a message. The process involves perception and the subsequent processing of the message. Perception involves making inferences that are not always valid. Influences on Perception: A number of psychological factors come into play in an individual's perception of a communication, including assumptions based on past experiences; cultural expectations; motivations; moods and attitudes. 46 Vidmar and Rokeach (1974) did a study of the TV sitcom "All in the Family" to determine how the program – targeted at bringing bigotry out in the open, exposing it and showing it to be illogical – was being perceived by viewers. In the test group, those who were low in prejudice were most likely to say that the bigot, Archie, was the one who lost at the end of the program, but those who were high in prejudice said Archie won. This shows “selective perception,” one of four processes identified by researchers. Selective perception is the term applied to the tendency for people to be influenced by wants, attitudes, needs and other psychological factors. It plays a vital role in all communication. Different people react to the same message in different ways. No communicator can assume that a message will have the intended meaning or the same meaning for all receivers. This complicates our models for mass communication. The message can hit the target and still fail because it is subject to the perception of the receiver. Selective exposure is the tendency for individuals to expose themselves to those communications that are in agreement with their existing attitudes and to avoid those that are not. Selective attention is the tendency for individuals to pay attention to those parts of a message that are consonant with strongly held attitudes, beliefs or behaviors, avoiding those that go against these attitudes, beliefs or behaviors. Selective retention is the tendency for the recall of information to be influenced by wants, needs, attitudes and other psychological factors. Evidence comes from several studies, including one of rumor transmission by Allport and Postman (1947), in which they found details were often left out when people passed on stories or descriptions of pictures. The selective processes can be thought of as four rings of defenses, with selective exposure on the outside, followed by selective attention, selective perception and selective retention. It's impossible to separate the process of perception from the process of information processing. Human information processing appears to take place in stages, and a number of models have been suggested to identify them. Many are based on the workings of the computer. Thus far, perception has not been distinguished from information processing, which is an operation involving stages with various types of cognitive work being done at each of the stages. Some of these involve pattern matching and inferences, with room for various types of errors. Schema theory and image-perception theory are influential in information and communications design. Schema theory A schema, according to Graber (1988), is "a cognitive structure consisting of organized knowledge about situations and individuals that has been abstracted from prior experiences. It is used for processing new information and retrieving stored 47 information." The concept of schema is useful in understanding how people process information. Fiske and Kinder (1981) suggest that people are "cognitive misers" whose limited ability to deal with information forces them to practice "cognitive economy" by forming simplified mental models. This is a vital concept for interactive media professionals to keep in mind in an age of infoglut and audience perception of information overload. Graber (1988) has done research that indicates that people use schemas to process news stories from papers or broadcasts. People processing such stories choose from a number of strategies, including straight matching of a news story to a schema (interpreting a political candidate as another Nixon), processing through inferences (deducing that a cease-fire won't work in Lebanon because it didn't work in Northern Ireland) and multiple integration of a story with several schemas or schema dimensions (a story on school busing can be related to schemas about political participation, the disruption of public education or the achieving of a multicultural society). Graber found that people tend to store conclusions drawn from evidence, rather than storing the evidence itself or retaining an understanding of the reason that they formed this idea. She said processing news through schemas is an effective means of dealing with information overload. She also said the matching of news stories with schemas is influenced by cueing and that the mass media are a major source of cueing information. The notion of schema can help us understand how people can process many news stories using matching strategies. Image‐perception theory Linda Scott (1994) has argued that we need a theory of visual rhetoric to help us understand how people process pictures. She says visual elements can represent abstractions, actions, concepts, metaphors and modifiers and that they can be assembled into complex arguments. Scott identifies three ways of thinking about pictures in the mass media: as transparent representations of reality; as conveyors of affective or emotional appeal; and as complex combinations of symbols put together to make up rhetorical arguments. In rhetoric, an argument presented in figurative form is called a "trope." The function of a trope is to present a proposition in a fresh way to break through boredom, habituated perception or resistance. Many ads \are "visual tropes," arguments presented in a figurative form in order to break through a viewer’s skepticism, boredom or resistance. These can require complex information processing on the part of the perceiver, often forcing him or her to reject the literal message of the image to understand the intended message. Scott says that images are not simply analogues to visual perception, but symbolic artifacts constructed from cultural conventions. 48 The theory of visual rhetoric suggests that pictures and images can be used to construct subtle and complicated arguments, adding a powerful dimension to communication through the mass media. Propaganda theory In the era of World Wars I and II, propaganda was mistakenly thought to have great power. However, it’s real significance in a historical context is that the fear of the powers of propaganda triggered some of the first theoretical thinking about the effects of mass communication. Two important areas of communication have their roots here. One is attitude change, the second is theoretical thinking about the general effects of mass communication. Harold Lasswell's "Propaganda Technique in the World War" (1927) presented one of the first careful attempts to define propaganda. By 1937, his definition had changed, and he wrote: "Propaganda in the broadest sense is the technique of influencing human action by the manipulation of representations." Lasswell said the 4 major goals of propaganda are: mobilize hatred against the enemy; preserve the friendship of allies; preserve friendship of and possibly procure the cooperation of neutrals; demoralize the enemy. Roger Brown (1958) made a distinction between propaganda (which he said is "when the goal of the persuasive effort would be to the benefit of the persuader but not in the best interests of the persuadee") and persuasion (which he said is "symbol-manipulation designed to produce action in others"). In the war years, the Institute for Propaganda Analysis was established. It's most famous publication, "The Fine Art of Propaganda," by Alfred McClung Lee and Elizabeth Briant Lee (1939), presented seven common devices of propaganda: name calling; glittering generality; transfer, testimonial; card stacking and band wagon. 1. Name calling is simply giving an idea a negative label. Terrorist and terrorism are two current examples. One person's terrorist is another person's freedom fighter. 2. A glittering generality is the act of associating something with a virtue in order to "make us accept and approve the thing without examining the evidence," according to Lee and Lee (1939). Wonder bread, Gold Medal flour. Saying a product has "natural ingredients. Instead of saying "capitalism," say "private enterprise." 3. Transfer carries "authority, sanction and prestige of something respected and revered over to something else in order to make the latter more acceptible," according to Lee and Lee (1939). It works through "admiration by association." Campaigning for office in an Uncle Sam suit. Rugged Marlboro Man. Betty Crocker. 4. Testimonial - having a respected or hated person say a given thing or person is good 49 or bad. A common technique. Tiger Woods, Michael Jordan. 5. "Plain folks is the method by which the speaker attempts to convince his audience that he and his ideas are good because they are 'of the people,' the 'plain folks.'" (Lee & Lee, 1939) Many CEOs and all politicians do this in TV and online promotions. 6. "Card stacking" involves the selection and use of facts or falsehoods, illustrations or distractions and logical or illogical statements in order to give the best or worst possible case for an idea, program, person or product," according to Lee and Lee (1939). Identical to slanting. Presenting a selective argument. Movie ads that show partial quotes pulled from reviews are a good example. Also TV ads with "man-on-the-street" interviews of people using products, leaving out those who didn't like them. Another method of card-stacking is the controlling of news - governments suppress the release of information by stopping it through jamming, filtering and blocking the Internet, etc. 7. Band wagon is a technique of convincing people that "everyone's doing it." As long as everyone else is on the program, we should be, too. Ad slogan "the people's choice." "Nobody doesn't like Sara Lee." "Join the People Who've Joined the Army." "Pepsi Generation." Scientific research on the effectiveness of these seven methods has shown: that cardstacking works best on those lower in education and those who generally agree already with the message; in testimonial use, a high-credibility source produces the most attitude change, but still changes the attitudes of fewer than half of the audience; the band wagon effect is strongest when there is a unanimous majority against one person, and even then one-third of the people maintained their independent opinion. This research shows that, in general, the devices can be effective, but only on some people. Roger Brown sums this up by saying (1958) propaganda devices are "contingently rather than invariably effective." The seven devices can be effectively used to reach some people some of the time. They are important because they are an early attempt to state a theory of attitude change. Persuasion theories Persuasion has been defined by Olson & Zanna (1993) as "attitude change resulting from exposure to information from others." The Institute for Propaganda Analysis, with its identification of seven techniques of propaganda, did much of the early work in this area. During WW II, Carl Hovland and his associates did work for the U.S. Army's Information and Education Division that has been called the most vital material on attitude change. Attitude has been defined as "an enduring system of positive or negative evaluations, emotional feelings and pro or con action tendencies with response to a social object." (Krech, Crutchfield & Ballachey, 1962) Hovland believed attitudes were learned and that they were changed through the same processes that occurred when learning took place. Hovland's work included the evaluation of the impact of educational films such as the "Why We Fight" series. "The Battle of Britain" was shown to increase soldiers' motivation. But it also became part of the growing body of research (along with the 50 Cooper & Jahoda look at prejudicial cartoons and work by Lazarsfeld, et. al. on political campaigns) indicating that a single mass communication message is unlikely to change strongly held attitudes. Fear appeal The use of a threat used to arouse fear in an audience was examined in an experiment by Janis and Feshbach (1953). They selected three different messages about dental hygiene with three levels of fear appeal and presented them to three groups of high school freshmen, leaving a fourth group uninformed (they got a lecture on the human eye). The results showed that minimal fear appeal was most effective. Strong fear appeal was least effective. It showed fear appeal can be too strong and evoke some sort of interference that reduces the effectiveness of the communication. This was the first of many studies of fear appeal. Not all the studies have agreed with J&F result. Janis formulated a model suggesting the relationship between fear appeal and attitutude change is curvilinear: low and high levels of fear produce little change and moderate amounts of fear produce the most change. This was the dominant view of fear and attitude change for many years. In 1975, Rogers developed an alternative model that provides a clearer prescription for how to present messages to influence behavior. The model summarizes three key elements in the operation of a fear appeal: 1) the magnitude of noxiousness of a depicted event; 2) the probability of that event's occurrence; and 3) the efficacy of a recommended response. This is called the PM (protection motivation) theory of fear appeals and attitude change. Rogers (1989) suggested media messages about AIDS aimed at teens should emphasize the immediate consequences of the disease. The effectiveness of fear appeals in condom ads stressing the prevention of AIDS was studied by Hill. He found subjects had more positive attitudes toward a moderate fear appeal ad than a non-fear appeal ad or high-fear appeal. Functional approach to attitude change Hovland is associated with learning theory. The other major theoretical approach to attitude change is the consistency theory associated with Festinger, Newcomb, Heider and Osgood and Tannenbaum. But Daniel Katz and his associates reconciled the two in developing the functional approach to attitude change. This approach brings together the rational model (suggests humans are intelligent beings and critical thinkers who can make wise decisions when given ample information) and the irrational model (suggests humans are easily influenced by people around them and that their perception of reality is influenced by their own desires). How can both be true? Katz suggests humans are both rational and irrational, depending the situation. This has important implications for understanding attitude change. As the functions that attitudes serve for the personality differ, so will the conditions and techniques of attitude change. Katz says "unless we know the psychological need which is met by the holding of an attitude, we are in a poor position to predict when and how it will change." (1960) 51 Katz identifies the following four major functions attitudes can serve for the personality: 1) Instrumental, adjustive or utilitarian function - attitudes held because people are striving to maximize the rewards in their external environments and minimize penalties (supporting a candidate who will cut taxes). 2) Ego-defensive function - attitudes held because people are protecting their egos from their own unacceptable impulses or from threatening forces without (deeming a minority group inferior as a means of bolstering ego). 3) The value-expressive function - attitudes held because they allow a person to give positive expression to central values and to the kind of person one feels he or she is (country music fan). 4) The knowledge function - attitudes held because they satisfy a desire for knowledge or provide structure and meaning in a chaotic world (religion). Katz says an attempt to change an attitude may backfire if it is not based on an understanding of the functions the attitude is serving. Techniques of persuasion Four commonly used techniques of persuasion are use of visual images and symbols, appeal to humor, appeal to sex and extensive repetition. • Visuals help attract attention to a message; they can enhance learning of a message's content; a positive emotional response to the image could transfer to other aspects of the message. This is a complicated communications process. One important aspect of the cognitive state of the individual is the level of involvement in processing the message. Miniard et al. (1991) found that relevant pictures have their greatest impact when receiver involvement is high. • The use of humor can create a positive mood when attempting to communicate about a serious topic. When attitude change is the dependent variable of interest, most studies have not found a significant effect due to humor. It has more of an effect on lower-order communication effects than on higher-order effects - humor is more effective in attracting attention than it is in producing attitude change or changes in behavior. • Sexual appeals are common in advertising. Does sex really sell? Gould (1994) suggests it could have an impact on persuasion in at least three ways: 1) Could increase attention to the message; 2) Could lead to arousal and the pleasantness of this condition could transfer to message; 3) product, institution or recommendations in the message could pick up a sexual charge through association, possibly making it more acceptable. Less controversial and equally pleasing are appeals to the need for affectionate human contact. • Repetition can reach audience members on a wider basis. It can be a reminder for an audience. It can help the learning of the audience. Zielske (1959) showed that advertising is quickly forgotten if not continuously exposed. Too much repetition can have a negative effect (Cacioppo & Petty, 1979). Process models of persuasion theory McGuire's information-processing theory is an eight-step theory: exposure; 52 perception; comprehension; agreement; retention; retrieval; decision making; and action. Then, later, came up with 12 steps in the output of the persuasion process. McGuire's work deals reminds us of the difficulty of attitude change. Most of the attitude-change literature has focused on the step of yielding or agreement. Many independent variables tend to cancel themselves out in their overall effects. To have success, we need to accomplish the desired effects specified by each of the various steps. Anderson's information integration theory - A general theory developed by Norman Anderson to explain how humans bring together different pieces of information (1981). It's a kind of "cognitive algebra" and can be represented mathematically. It describes attitude change as a process of integrating new information (a persuasive message) with old information (present attitude). Each piece of information comes with a scale value (the favorability rating assigned by the receiver to the piece of information) and a weight (the importance or relevance of the info). These can be combined by the person processing the information in several ways. The process involves averaging the scale values and the weights. Media richness theory This is a framework by which communications types are organized according to their ability to reproduce information sent through it. Based on information processing theory, media richness theory shows that richer, more personal means of communication are generally the most effective way to share messages. The theory was developed by Richard Daft and Robert Lengel (1986, http://portal.acm.org/citation.cfm? id=8433). Senders generally want their messages to be seen by as many people as possible, thus they should use the richest possible medium to communicate. Rich media (http://en.wikipedia.org/wiki/Rich _media) are most effective in terms of feedback, multiple cues, message tailoring and emotional response. As an example, video conferencing is richer than texting or an audio-only phone call because communication participants have visual cues that can help them distinguish, for instance, between information that is serious and information that is sarcastic. Communications that can promote understanding in the most timely manner possible are considered more rich. Although some researchers have been critical of this theory, the 53 term “rich media” is still in common use, in fact in its section on multimedia Wikipedia notes “the term ‘rich media’ is synonymous with interactive multimedia.” It has become known as describing technology that integrates audio, video and high-resolution graphics to inform. Human action cycle model The human action cycle is a model developed by Don Norman, a top scholar in humancomputer interaction, in his classic book The Design of Everyday Things (1988). It is used to evaluate user interfaces, thus it employs UI design principles, including affordance, feedback, visibility and tolerance. The cycle involves the ways humans pursue goals through a series of steps to achieve that goal through the use of computing, thus it includes both physical and cognitive activities. The stages of the HAC include: goal formation; translation of goals into a set of unordered tasks required to achieve goals; sequencing the tasks to create the action sequence; executing the action sequence; perceiving the results; interpreting the actual outcomes based on the expected outcomes; comparing what happened with what the user wished to happen. A user interface evaluator will typically establish a series of relevant questions to tie to each step of the user experience. An example posted on Wikipedia (http://en.wikipedia.org/wiki/Human_action_cycle): Step 1, Forming a goal: Do the users have sufficient domain and task knowledge and sufficient understanding of their work to form goals? Does the UI help the users form these goals? Step 2, Translating the goal into a task or a set of tasks: Do the users have sufficient domain and task knowledge and sufficient understanding of their work to formulate the tasks? Does the UI help the users formulate these tasks? Step 3, Planning an action sequence: Do the users have sufficient domain and task knowledge and sufficient understanding of their work to formulate the action sequence? Does the UI help the users formulate the action sequence? Step 4, Executing the action sequence: Can typical users easily learn and use the UI? Do the actions provided by the system match those required by the users? 54 Are the affordance and visibility of the actions good? Do the users have an accurate mental model of the system? Does the system support the development of an accurate mental model? Step 5, Perceiving what happened: Can the users perceive the system’s state? Does the UI provide the users with sufficient feedback about the effects of their actions? Step 6, Interpreting the outcome according to the users’ expectations: Are the users able to make sense of the feedback? Does the UI provide enough feedback for this interpretation? Step 7, Evaluating what happened against what was intended: Can the users compare what happened with what they were hoping to achieve? Media Ecology – an approach embraced by media philosophers Neil Postman, one of the foremost critics of media influences, described this area of study this way: “Media Ecology looks into the matter of how media of communication effect human perception, understanding, feeling and value and how our interaction with media facilitates or impedes our chances of survival.” Christine Nystrom said, “It is the study of complex communication systems as environments.” The Media Ecology Association site - http://www.media-ecology.org/ - has extensive information about this division of media studies. Marshall McLuhan’s ideas were the inspiration behind the founding of this area of interest by Postman at New York University in 1971. McLuhan noted that media ecology “means arranging various media to help each other so they won’t cancel each other out, to buttress one medium with another.” And Postman said, “The word ‘ecology’ implies the study of environments: their structure, content and impact on people.” Media ecology authors include Harold Innis, Lewis Mumford, Jacques Ellul, Susanne Langer, Walter Ong, Eric Havelock, Erving Goffman, Edward T. Hall, Margaret Mead, Benjamin Lee Whorf and Gregory Bateson. Useful links: McLuhan Articles from "Wired" Magazine: Links to four articles ‐ http://www.wired.com/wired/archive/people/marshall_mcluhan/ Marshall McLuhan Official Site: Maintained by Eric McLuhan, Marshall McLuhan's son ‐ http://www.marshallmcluhan.com 55 In the chart below, more than 100 different media are identified from the media taxonomies of Bretz (1971), Ciampa (1989), Foulger (1992), Hoffman and Novak (1996). Conclusion You can read about many more theories by searching online. One good place to start is http://en.wikipedia.org/wiki/Theories_of_technology. All communications theories are just that, theories. They have not been elevated to the status of laws regarding audiences and media because none of them can conclusively be proven. One could hypothesize that none of these theories could ever become "laws" of media because there are far too many variable factors in the way humans perceive things. Communications theory is also intrinsic in the work of many other fine writers whose theories you should read, including Barthes, Baudrillard, Chomsky, Derrida, Deleuze, Fiske, Foucault, Gibson, Gramsci, Landow, Lyotard, Turkle and even the early philosopher Plato. As researchers Werner Severin and James Tankard have pointed out, "it depends" is an accurate description of the answer to many questions about communications uses and influences. Selective perception and interpersonal relations, as sociologist Elihu Katz has noted, are two key variables. Due to accelerating change, the theory of communications is a moving target. The rapid evolution of audiences and tools require communicators to continually monitor change. 56 4. New Media Timeline (1969‐2008) By David Shedden Poynter Institute http://poynter.org/content/content_view.asp?id=75953&sid=26 1969 TECHNOLOGY • An experimental network of four computers called ARPANET is commissioned by the U.S. government. The four computers are located at Stanford, UCLA, UC Santa Barbara, and the University of Utah. The first tests are run at the UCLA facility in September 1969. In October, the second ARPANET node is connected at Stanford. UC Santa Barbara is connected in November and the University of Utah comes online in December. (ARPANET will evolve during the 1970s into a network of computer networks commonly known as the Internet.) The Bolt, Beranek and Newman company (BBN) modifies a group of Honeywell computers to act as interface message processors (IMPs) for the ARPANET network. • The Micro Instrumentation and Telemetry systems company (MITS) is established. This small electronics hobby‐kit company will eventually offer computer calculator kits, and in 1975 the Altair 8080, the first successful personal computer. • "Part one of a 1969 British film about computers." Posted on YouTube. (See also: Part 2 and Part 3 of the film.) • The Intel company, which was founded in 1968, produces a 1,024‐bit RAM computer memory chip. • October 17, 1969 ‐‐ Honeywell's $10,000 "Kitchen Computer" (H316 Pedestal model) is scheduled to be introduced on the NBC Today Show. However, the segment is replaced by a story about the New York Mets, who had just won the World Series. Additional Resources • "Internet Predecessor Turns 30." CNN, September 1999. • "How Internet Infrastructure Works." Howstuffworks, 2007. • "1969 film predicting the future of personal computers and online shopping." Posted on YouTube, Sept. 2007. 1969 THE MEDIA • The British Broadcasting Corporation (BBC) tests a new interactive media format called videotex. This computerized, interactive system transmits text and graphics. The British system requires the use of a telephone, a modified television set and keyboard. The generic term videotex includes computer communications services such as teletext and viewdata. (During the 1970s and early 1980s videotex will develop into an unsuccessful new media and online journalism format. Although videotex will ultimately fail, it lays the foundation for new media ventures of the 1990s.) • The CompuServe computer time‐sharing service is founded. (CompuServe will play an important role in the development of online communication.) • The New York Times Information Bank is created. Infobank is an electronic collection of New York Times story abstracts. (During the 1970s Infobank will grow into a full‐text commercial online database service. It is from early newspaper database services like Infobank that online library archives will develop in the 1990s.) News Example: July 21, 1969 ‐‐ "Men Walk on Moon," New York Times. (Abstract 57 available from the Infobank database service.) Additional Resources • See Also: New Media Bibliography 1970 TECHNOLOGY • The name for the ARPANET computer network comes from DARPA, the U.S. Department of Defense's Advanced Research Project Agency, which commissioned the computer network. Bob Taylor was the director of ARPA's Information Processing Techniques Office (IPTO) when the project began in the 1960s. J.C.R. Licklider was the first director of IPTO. • Alohanet, the first wireless computer networking system, is developed by Norm Abramson at the University of Hawaii. Alohanet is a packet radio network system. • IBM announces its new System/370 computer series. These new machines support time‐ sharing and online computing. IBM controls 3/4 of the market for mainframe computers. 1970 THE MEDIA • News Example: May 5, 1970 ‐‐ "4 Kent State Students Killed by Troops," New York Times. (Abstract available from the Infobank database service.) • Nov. 8, 1970 ‐‐ News copy is sent from a computer terminal at the Associated Press bureau in Columbia, South Carolina, to a computer in Atlanta. This is reportedly the first use of a computer terminal for writing, editing, and transmitting a story to a news service. 1971 TECHNOLOGY • The Intel 4004 microprocessor is introduced. (During the 1970s microprocessors allow engineers to build smaller and more powerful computers.) • ARPANET is connected to 23 university and government network computers. • The Bowmar 901B becomes one of the first commerical pocket calculators. Commodore markets a similar model called the Commodore C110. • IBM introduces 8‐inch computer floppy or memory disks. • Ray Tomlinson sends one of the first ARPANET electronic mail messages. He creates a program that takes existing computer time‐share e‐mail technology and adapts it to ARPANET networked computers. Tomlinson's new e‐mail program uses the " @ " symbol to separate the user's log‐in name and the host computer's name. E‐mail quickly becomes the most popular application for ARPANET. 1971 THE MEDIA • Newspapers are changing from mechanical to computer production systems. The introduction of computers in the production process is a crucial step in the evolution of new media and online journalism. • The Mitre corporation begins testing a videotex system funded by the National Science Foundation. It lasts until 1973. • The Project Gutenberg electronic book collection begins on a mainframe computer at the Materials Research Lab at the University of Illinois. • News Example: July 1, 1971 ‐‐ "Supreme Court, 6‐3, Upholds Newspapers on Publication of Pentagon Report," New York Times. (Abstract available from the Infobank database service.) 1972 TECHNOLOGY • The first public demonstration of ARPANET takes place during the International Conference on Computer Communications in Washington, DC. Two of the organizers of the 58 demonstration are Robert Kahn from BBN and Larry Roberts, director of ARPA's Information Processing Techniques Office (IPTO). Researchers from around the world leave the conference excited about the network's possibilities. • In 1972 many of the key people involved with the development of computer networks participate in a film called, "Computer Networks: The Herald of Resource Sharing." (See also: "Computer Networks." Posted on Google Video.) • The software for PLATO, an early computer time‐sharing system at the University of Illinois at Urbana, is ported to a more powerful mainframe platform that will allow support for hundreds of simultaneous users. • A group is formed to develop standards for the growing ARPANET computer network. The International Network Working Group (INWG) creates various Internet protocol documents. They appoint Vinton Cerf as their chairman. • The Texas Instruments TI‐2500 Datamath calculator is formally introduced. It performs addition, subtraction, multiplication and division. • The Atari company introduces PONG, one of the first coin‐operated computerized arcade games. (See also: "History of Video Games, 1972‐2007." Posted on YouTube.) 1972 THE MEDIA • During the early 1970s newspaper newsrooms begin replacing their typewriters with computer front‐end systems that include video display terminals (VDTs) and cathode ray tubes (CRTs). Among the first newspapers to use front‐end systems in the early 1970s are (Cocoa) Today and the Daytona Beach Journal. Other papers that soon added computers include: The Detroit News, St. Petersburg Times, and the Richmond Times‐Dispatch. • Two reporters from The Philadelphia Inquirer create a computer database for a news story they are researching about the Philadelphia Court of Common Pleas. Donald Barlett and James Steele's computer‐assisted database uses IBM punch cards and a mainframe computer. Phil Meyer from the Knight Newspapers Washington bureau designs and writes the database coding scheme and analysis program. (The final story is published in February 1973.) • The commercial version of the Dialog database service is started. (Source: 2003 Searcher history article: part one and two) Also in 1972, the System Development Corporation, which created the National Library of Medicine's ELHILL database retrieval program in 1969, launches a commercial version of the ORBIT online service. • News Example: Sept. 6, 1972 ‐‐ "9 Israelis on Olympic Team Killed", New York Times. (Abstract available from the Infobank database service.) Additional Resources • "The Development of the Video Display Terminal: A Two‐Part Effort." Ray Laakaniemi, AEJMC paper, March 1992. 1973 TECHNOLOGY • A computer at the University College of London and another at the Royal Radar Establishment 59 in Norway connect to ARPANET. These are the first European host computers on the network. Also in 1973, DARPA begins the Atlantic Packet Satellite Experiment (SATNET). • Bob Metcalfe, a researcher at the Xerox Palo Alto Research Center (PARC), writes a memo about the potential of a local network technology called Ethernet. In 1976 Metcalfe and David Boggs publish a paper called, "Ethernet: Distributed Packet‐Switching For Local Computer Networks." • The Alto minicomputer, one of the first PC prototypes, is developed at the Xerox Palo Alto Research Center. Although it would never be marketed commercially, many of its features would later be found on computers such as Apple's Lisa (1983) and Macintosh (1984). 1973 THE MEDIA • United Press International (UPI) announces that it will begin installing computer terminals in all of its 100 United States bureaus. • The Associated Press (AP) announces that it plans to develop electronic darkrooms. By 1973 AP is using computer terminals throughout its domestic system. • News Example: Feb. 13, 1973 ‐‐ "First (Vietnam War American) Prisoner Release Completed", New York Times. (Abstract available from the Infobank database service.) 1974 TECHNOLOGY • A commercial version of ARPANET, called Telenet, is offered through the Bolt, Beranek and Newman company. It is through services such as Telenet, and later Tymnet, that computer database vender services such as BRS can be accessed. • A scientific paper called "A Protocol for Packet Network Intercommunication" is written by Vinton Cerf and Robert Kahn. This paper leads to the common internet protocol TCP/IP. Cerf and Kahn are sometimes refered to as the "fathers of the Internet" for implementing the common protocol TCP/IP. (One of the first reports on the theoretical possibilities of packet switching was written by Len Kleinrock in the early 1960s. Kleinrock played an instrumental role in the creation of the ARPANET at UCLA.) • July 1974 ‐‐ Jonathan Titus describes his homemade Intel 8008‐based minicomputer in a four page article for the computer hobbyist magazine Radio‐Electronics. For $5.50 you can send away for his forty‐eight page instruction manual and learn how to build your own Mark‐8. • Beginning in the early 1970s, computer hobbyists design and experiment with microprocessor‐based personal computers. Informal computer clubs and groups form around the country to share technical information. 1974 THE MEDIA • Part of The Wall Street Journal eastern edition is successfully transmitted by satellite from Massachusetts to New Jersey. This is one of the first successful newspaper and satellite tests. • An early version of the Dow Jones News/Retrieval database is marketed to brokers and investors. The regular online service will be available in 1977. • The British teletext service Ceefax is launched on Sept. 23, 1974. (See also: "Ceefax marks 30 years of service." BBC, Sept. 22, 2004.) "Pages Of Ceefax." Posted on YouTube. • Dec. 1974 ‐‐ The New York Times begins adding computer terminals to their newsroom. (Source: New York Times Timeline.) Also in 1974 the Times offers a commercial version of its Information Bank (Infobank) abstract service via the BRS database system. 60 • News Example: Aug. 9, 1974 ‐‐ "Nixon Resigns", New York Times. (Abstract available from the Infobank database service.) 1975 TECHNOLOGY • In the January 1975 issue of Popular Electronics, the cover story describes the Altair 8800, the first successful personal computer. For $395 you can order a kit to build the Altair yourself or you can buy it assembled for $495. The Altair 8800 comes with 256 bytes of computer memory and uses Intel's 8080 processor. • Excerpt from the January 1975 Popular Electronics column that introduced the Altair: "For many years, we've been reading and hearing about how computers will one day be a household item. Therefore, we're especially proud to present in this issue the first commercial type of minicomputer project ever published that's priced within reach of many households ‐‐ the Alair 8800...." • Ed Roberts, the creator of the Altair personal computer, works with Bill Gates and Paul Allen to develop Altair's first programming language. Their program is a version of the BASIC computer language. The partnership between Gates and Allen is the beginning of the Microsoft company. (See also: "Microsoft @ 30." History Timeline, Microsoft, 2005.) • The ARPANET computer network is taken over by the U.S. Defense Information Systems Agency. 1975 THE MEDIA • French television begins testing its Antiope teletext service. Teletext is a text‐only system without the interactivity and graphics of viewdata. The French viewdata system is called Minitel. • The Manhattan Cable Television service begins using a videotex and teletext Reuters news system. A consumer version of The Reuters Monitor is carried on two New York cable channels. • The CompuServe dial‐up service becomes an independent, publicly held company. • News Example: April/May 1975 ‐‐ The Fall of Saigon, New York Times. (Abstract available from the Infobank database service.) 1976 TECHNOLOGY • The Apple I personal computer is introduced by Steve Jobs and Steve Wozniak. Also in 1976, Jobs and Wozniak leave their jobs at Atari and Hewlett‐Packard to form the Apple computer company. • Cray Research produces the Cray‐1 supercomputer. "The first Cray 1 system was installed at Los Alamos National Laboratory in 1976 for $8.8 million. It boasted a world‐record speed of 160 million floating‐point operations per second (160 megaflops) and an 8 megabyte (1 million word) main memory." (Source: Cray History) • Although for most people it was just a fad, during the middle and late 1970s the CB (Citizens Band) radio was a popular personal communication device. Short‐distance CB radios were considered a cutting‐edge technology of their day. • Wang Laboratories introduces a CRT‐based word processor system. During 1976 Wang also develops 5 1/4" floppy disks. 1976 THE MEDIA 61 • A British teletext standard is developed that is different from earlier BBC and Independent Broadcasting Authority (IBA) services. (During the 1970s both the Ceefax and Oracle British teletext services are launched. See also: "Ceefax marks 30 years of service." BBC, Sept. 22, 2004.) • News Examples: July 4, 1976 ‐‐ Bicentennial, Nov. 3, 1976 ‐‐ Presidential Election, New York Times. (Abstracts available from the Infobank database service.) 1977 TECHNOLOGY • The TRS‐80 Model 1 microcomputer is released by Tandy and Radio Shack. • The Commodore PET personal computer is introduced. The PET (Personal Electonic Transactor) comes with two built‐in cassette drives and 4K to 8K of memory. • The Apple II personal computer is introduced. It comes with 4K of memory and is one of the first PCs to use color graphics and floppy disks. • The Atari 2600 video game console is released in October 1977. • An electronic mail system is developed at the University of Wisconsin that provides e‐mail to over 100 computer science researchers. Additional Resources • "Steve Wozniak Remembers the Apple II." Fox News, June 6, 2007. 1977 THE MEDIA • The Toronto Globe and Mail begins offering Info‐Globe, the first commercially available full‐ text newspaper database. • In December 1977 Warner Communications starts an interactive cable system in Columbus, Ohio, called QUBE. (By the early 1980s QUBE had expanded to other cities around the country, but the innovative cable system began phasing out in 1984.) • News Examples: July 14, 1977 ‐‐ "Power Failure Blacks Out New York," August 17, 1977 ‐‐ "Elvis Presley Dies," New York Times. (Abstract available from the Infobank database service.) 1978 TECHNOLOGY • The first bulletin board software is written by Ward Christensen and Randy Suess. They call it CBBS or Computer Bulletin Board System. • An important step in the development of the Internet takes place when IP (Internet Protocol) is added to TCP (Transmission Control Protocol). Vinton Cerf and Robert Kahn designed these important network communication protocols. Between 1978 and 1983 several prototypes of TCP/IP are developed to test its ability to unify different computer network systems. On Jan. 1, 1983, TCP/IP is accepted as the standard protocol for ARPANET and other networks. • Intel introduces its 16‐bit 8086 processor. • The first computer spreadsheet, VisiCalc, is developed by Daniel Bricklin and Robert Frankston. It runs on Apple II personal computers. 1978 THE MEDIA • The Bonneville International Corporation receives permission from the FCC to test over‐the‐ air teletext services. Salt Lake City station KSL‐TV uses British Ceefax software to broadcast 62 teletext news stories. • Britain's Independent Broadcasting Authority continues to develop and support a videotex / teletext system called Oracle. This ITV service lasts until 1992. • The Source, an early online service designed for the general public, is started. • News Example: October 17, 1978 ‐‐ Polish Cardinal Elected Pope, New York Times. (Abstract available from the Infobank database service.) 1979 TECHNOLOGY • The USENET service is established by three graduate students at the University of North Carolina and Duke University. • Motorola releases its 68000 microprocessor. Apple will use this powerful processor for its Lisa and early Macintosh computers. • In 1979 the first Japanese commercial cellular network is started. U.S. cellular telephone networks began a few years later. However, until the early 1990s cell phones were so large that they were used primarily as car phones. • WordStar, one of the first commercially successful word processing software programs for personal computers, is released by Micropro International. • July 1, 1979 ‐‐ The first Sony Walkman is sold. (You might say the audio cassette Walkman and the first commercial transistor radio (1954) were the iPods of their generations.) • The Atari company introduces its 400 and 800 computers. This is the beginning of the "Atari 8‐bit" series. 1979 THE MEDIA • British Telecom introduces an interactive videotex system called Prestel. • News Examples: March 27, 1979 ‐‐ "Egypt and Israel Sign Formal Treaty," March 29, 1979 ‐‐ "Radiation Is Released in Accident at Nuclear Plant in Pennsylvania," New York Times. (Abstracts available from the Infobank database service.) 1980 TECHNOLOGY • Tandy releases its TRS‐80 videotex terminal for $399. Installation requires connecting a telephone to the modem interface and attaching the TRS‐80 to the antenna terminals of your television set. • It is announced that local area network software will be developed by Novell. (Another network company is 3Com. The founder of 3Com is Robert Metcalfe, the coinventor of Ethernet.) • During 1980 IBM continues to develop its first successful personal computer. They hire Microsoft to create the new computer's operating system. Microsoft's system is based on QDOS software, written by Tim Paterson of Seattle Computer Products. His work was influenced by CP/M software written by Gary Kildall of Digital Research. Bill Gates and Microsoft will hold the marketing and licensing rights for the new MS‐DOS (or PC‐DOS) operating system. • The Apple computer company goes public. The initial public offering of 4.6 million shares of common stock sells immediately. • Oct. 27, 1980 ‐‐ A computer virus spreads throughout the ARPANET network. Although it was an accident, this early Internet virus showed the importance of network security. (In 1980, approximately 20,000 people had access to the Internet by way of 200 university, military, and government host computers around the world.) 63 • "Fiber optics technology has developed rapidly in the past few years because of its value as a medium of information transfer...Digital signals lend themselves nicely to a fiber optics system; and with most of our information transfer signals ‐ whether by telephone or computer ‐ becoming digital, the fiber optics system is well‐suited to our current and future technology." (Source: Presstime, Nov. 1980) Additional Resources • "Early 1980s TV commercial for Commodore VIC‐20 computer, starring William Shatner." Posted on YouTube. 1980 THE MEDIA • A commercial videotex service is started by Belo Information Systems, the publisher of the Dallas Morning News. • The Knight‐Ridder company and AT&T run a test of their experimental videotex system in Coral Cables, Florida. (They will officially launch their Viewtron videotex system in 1983.) • The Corporation for Public Broadcasting conducts teletext trials at PBS television station WETA. These tests are managed by the Alternative Media Center of New York University. • Database vender BRS begins offering the Dow Jones News/Retrieval system, which includes the Dow Jones newswire and abstracts of Wall Street Journal stories. • The CompuServe dial‐up service begins working with 11 Associated Press member newspapers. The first newspaper to go online was The Columbus Dispatch on July 1, 1980. The other papers included: The Washington Post, The New York Times, The Minneapolis Star Tribune, The San Francisco Chronicle, The San Francisco Examiner, the Los Angeles Times, The Virginian‐Pilot / Ledger Star, The Middlesex News, the St. Louis Post‐Dispatch, and the Atlanta Journal‐Constitution. (The CompuServe/AP collaboration would end in 1982.) • The New York Times Infobank database system begins offering its stories in full‐text form. • News Example: Nov. 5, 1980 ‐‐ "Reagan Easily Beats Carter," New York Times. (Story available from the Infobank database service.) 1981 TECHNOLOGY • IBM introduces its first successful personal computer. The IBM 5150 quickly becomes the industry standard. (In 1973 IBM developed a PC prototype called the "Special Computer, APL Machine Portable" or SCAMP. IBM sold an expensive portable computer in 1975 called the Model 5100.) • The PC‐DOS operating system designed for the IBM PC is also marketed separately by Microsoft as MS‐DOS. Microsoft's ability to retain the marketing and licensing rights for MS‐ DOS transforms Bill Gates' small Seattle company. • The BITNET computer network is created at the City University of New York. BITNET is an educational network that connects university mainframe computers around the world. • The Hayes Smartmodem is introduced. This new modem can transfer data at 300 bps (the average speed in 1981) and it doesn't need an acoustic coupler. 1981 THE MEDIA • British Telecom introduces an electronic mail service that uses Prestel videotex technology. • The London (Ontario) Free Press offers videopress machines with touchscreen capabilities. 64 These advertising videotex machines are located at local malls. • "1981 KRON‐TV Story about Online Newspapers." Posted on YouTube. • News Example: Jan. 21, 1981 ‐‐ Reagan Takes Oath / U.S. Hostages in Iran Fly to Freedom, New York Times. 1982 TECHNOLOGY • The Sun Microsystems company is founded and their Sun I workstation is introduced. The workstation connects to other networked computers with software based on UNIX. • An electronic spreadsheet for the IBM PC, called Lotus 1‐2‐3, is released. • Various computer manufacturers, such as Compaq, begin selling IBM clones. • Database management software dBase II is introduced by the Ashton Tate company. • The Adobe Systems software company is founded. • "Living With a Computer." James Fallows, Atlantic, July 1982. • An early personal computer virus called Elk Cloner is spread by Apple II computer floppy disks. (Hear also: "25 Years of Computer Viruses." NPR, July 13, 2007.) • The Commodore 64 computer is introduced in August 1982. It comes with 64K of memory and a 5 1/2" disk drive or cassette tape. (See also: "Commodore 64 TV commercial." Posted on YouTube.) • Although compact disc (CD) technology had been around for a number of years, the Sony and Philips companies make the mass production of CDs possible during the 1980s. (See also: "Compact disc hits 25th birthday." BBC, August 17, 2007.) • The Osborne Computer Company announces the successor to its popular 1981 Osborne 1 model. Osborne computers were among the first portable PC computers. • Sept. 19, 1982 ‐‐ Carnegie Mellon University professor Scott E. Fahlman is perhaps the first to use a sideways smiley face emoticon. :‐) As personal computers become more popular, emoticons such as the smiley face will be commonly used with newsgroup posts, e‐mail messages and text messaging. • There are more than 5.5 million personal computers in offices and homes. (Source: InfoCulture: The Smithsonian Book) 1982 THE MEDIA • The Times Mirror company begins testing its Gateway videotex service. • Newsweek is one of the content providers for the British Prestel videotex system. • Field Enterprises, which owns WFLD‐TV and the Chicago Sun‐Times, produces a videotex magazine called Keyfax. (The project ends in 1985.) • Seattle station KIRO‐TV tests an over‐the‐air teletext news system. • On May 3, 1982, the Fort Worth Star‐Telegram officially launches its StarText BBS (Bulletin Board System). • Examples of U.S. companies testing videotex systems in 1982: Bonneville International / KSL‐ TV; Field Electronic Publishing /WFLD‐TV / Keyfax; CBS / KNXT / Extravision; PBS / KCET / Now; Time Video Services; Louisville Courier‐Journal & Times • News Example: June 15, 1982 ‐‐ Britain's Falkland Islands War, New York Times. (Story available from the Infobank database service.) Additional Resources • "StarText ‐‐ a capsule history." Internet Archive, 1997. • "StarText: Farewell To A Good Friend." March 14, 1997. 65 See Also: New Media Bibliography 1983 TECHNOLOGY • Jan. 1, 1983 ‐‐ Transmission Control Protocol (TCP) and Internet Protocol (IP) are accepted as the standard protocols for the ARPANET and other computer networks. For many, the acceptance of TCP/IP as a common network communication language is considered the beginning of the Internet we know today. • Jan. 1983 ‐‐ Time magazine names the personal computer as its Man of the Year. • Apple introduces the Lisa. It uses a mouse and a graphical user interface. • Due to the growth of ARPANET, the Department of Defense divides the computer network into two separate networks. MILNET will deal with military projects and ARPANET will serve civilian needs. • A technical advisory group called the Internet Activities Board (IAB) is founded to help define the structure of the Internet. One of the early members of the IAB is Jon Postel, who also served as an editor for the influencial Request for Comments (RFC) series and as the director of the Internet Assigned Numbers Authority (IANA). • Tandy introduces one of the first laptop computers. The Radio Shack Model 100 quickly becomes a popular computer for journalists. The Model 100's built‐in telephone modem allows reporters to write on location and send their stories back to the newsroom. (But no one ever called it the Model 100, to reporters it was the "Trash 80".) Additional Resources • "Computer Chronicles TV Program." Videos from 1983‐2002. Internet Archives. 1983 THE MEDIA • Oct. 1983 ‐‐ Knight‐Ridder officially starts its Viewtron videotex system in Miami with approximately 2,500 subscribers. AT&T develops a special Viewtron console unit that is placed in homes. • (See also: "Before the Web, There Was Viewtron" and "Viewtron Remembered Roundtable" by Howard Finberg, Poynter Online, 2003. • "Viewtron TV Ad." Posted on YouTube. • The Nexis database service begins offering exclusive access to The New York Times. Nexis is a full‐text information service with material from newspapers, magazines, and many other sources. Nexis's parent company, Mead Data Central, also purchases the Times Infobank service. • News Example: Oct. 24, 1983 ‐‐ Suicide Truck‐Bombing at Beirut International Airport in Lebanon, New York Times. (Story available from database vendor services.) 1984 TECHNOLOGY • The Macintosh personal computer is introduced by Apple. The Mac is one of the first popular computers to use a 3 1/2" disk drive, a mouse, and a graphical user interface. • Jan. 22, 1984 ‐‐ During the 1984 Super Bowl, Apple introduces its new Macintosh computer with what has become one of the most famous television commercials of all time. The ad features Orwellian images from the book 1984 and is directed by Blade Runner director Ridley Scott. It ends with the voice‐over: "On January 24th, Apple Computer will introduce the Macintosh. And you'll see why 1984 won't be like 1984." (See also: "1984 Macintosh TV commercial." Posted on YouTube.) 66 • The Internet Domain name system (DNS) is established. DNS allows the use of domain names rather than corresponding internet protocol numbers. • "10 People and Computers in Commerce: A Spreadsheet Way of Knowledge." Steven Levy, Harpers, Nov. 1984. Additional Resources • "Making the Macintosh." Stanford University, 2000. • "Apple Ads." (1984‐2004) Posted on YouTube. 1984 THE MEDIA • The ExtraVision teletext system is tested at various CBS affiliated television stations. • The Times Mirror company offers its Gateway videotex service to selected communities in California. The Gateway service uses both telephone and two‐way cable distribution. • The Dow Jones News/Retrieval service offers full‐text versions of The Wall Street Journal. • The Knight‐Ridder Vu/Text database service is started with full‐text editions of The Philadelphia Inquirer, Philadelphia Daily News, the Detroit Free‐Press, and The Miami Herald. • There are 15 newspapers that offer full‐text database versions of their stories through vendors such as Nexis, Vu/Text, Dialog, or DataTimes. (Source: News Media Libraries: A Management Handbook) 1985 TECHNOLOGY • The Windows operating system is released by Microsoft. (Windows had been announced in 1983.) Windows 1.0 provides a graphical operating environment for IBM compatible computers. • The average modem can transfer data at 2400 bps. • Affordable desktop publishing begins with the introduction of the Apple LaserWriter, the HP LaserJet, and software programs such as Aldus PageMaker. • Nintendo releases the Nintendo entertainment (video game) system. • The 80386, a 32‐bit microprocessor with 275,000 transistors on each chip, is produced by Intel. (The chip will give the next generation of personal computers increased power and speed.) Additional Resources • "Windows Products and Technologies History: Windows Overview & History." Microsoft, 2003. 1985 THE MEDIA • Steve Case and others create the Quantum Computer Services company out of an earlier company called Control Video. On November 5, 1985 they launch the Quantum Link (or Q‐Link) online service for Commodore 64 and 128 computers. (The Quantum company will later start America Online.) • "Q‐Link Promotional Video." Posted on YouTube. • The online discussion community, The WELL (Whole Earth 'Lectronic Link), is started by Stewart Brand and Larry Brilliant. • The PressLink service is founded by Knight Ridder. At first PressLink only distributes informational graphics and photos to Knight Ridders papers, but by 1989 the online 67 service is available to other subscribers. • There are 50 newspapers offering full‐text database versions of their stories through vendors such as Nexis, Vu/Text, Dialog, or DataTimes. (Source: News Media Libraries: A Management Handbook) • News Example: March 11, 1985 ‐‐ "Chernenko Is Dead in Moscow at 73; Gorbachev Succeeds Him", New York Times. (Story available from database vendor services.) 1986 TECHNOLOGY • Jan. 1986 ‐‐ The National Center for Supercomputing Applications (NCSA), at the University of Illinois at Urbana‐Champaign, opens. (In 1993, the center will release Mosaic, the first graphical Web browser.) • March 13, 1986 ‐‐ Microsoft Corporation's initial public stock offering. • A commercial mailing list program called LISTSERV is developed by Eric Thomas for BITNET. • The Internet Engineering Task Force is formed. IETF is an international technical organization concerned with the evolution of the Internet. 1986 THE MEDIA • March 1986 ‐‐ The Knight Ridder Company ends its Viewtron videotex project. (See also: "Before the Web, There Was Viewtron" and "Viewtron Remembered Roundtable." By Howard Finberg, Poynter Online, Oct. 2003.) • The Times Mirror company ends its Gateway videotex project. • "Videotex Players Seek a Workable Formula." New York Times, March 25, 1986. • July 16, 1986 ‐‐ The first Free‐net is launched in Cleveland, Ohio, at Case Western Reserve University. • The Hamilton (Ontario) Spectator launches a BBS new media site during 1986. • News Example: Jan. 28, 1986 ‐‐ Challenger Space Shuttle Explosion, New York Times. (Story available from database vendor services.) 1987 TECHNOLOGY • NSFNET is funded by the National Science Foundation to connect five supercomputer research centers. It is called the backbone of the Internet and will eventually take the place of ARPANET. NSFNET will help guide and manage the Internet's incredible growth until it is decommissioned in April 1995. • "For something as complex as the modern computer, it is difficult to assign credit for invention to a single person. The computer is not so much a thing as a set of ideas...." (Source: "A Long, Fast Drive into Computer History." Chet Raymo, Boston Globe, April 20, 1987.) • HyperCard, a commercial hypertext authoring system, is introduced by Apple. The HyperCard application is included with all Macintosh machines. Additional Resources • "Mid to late 1980s Compac TV commercial with John Cleese." Posted on YouTube. (Internal promo for Compac dealers.) 1987 THE MEDIA • Videotex operators see regional Bell telephone companies as a threat to the U.S. videotex 68 industry. They are concerned about the possible dual role of telephone companies as information gateways and content providers. • The Middlesex (Mass.) News launches a BBS new media site during 1987. • News Example: Oct. 20, 1987 ‐‐ "Stocks Plunge 508 Points", New York Times. (Story available from database vendor services.) 1988 TECHNOLOGY • Oct. 1988 ‐‐ The NeXT Cube is introduced. (After leaving Apple, Steve Jobs started a new computer company called NeXT. In 1986 Jobs purchased the computer graphics division of Lucasfilm and started Pixar Animation Studios.) • During 1988 the Moving Picture Experts Group (MPEG) is established. This working group develops the MP3 digitization format that will play a crucial role in music audio file sharing beginning in the late 1990s. (See also: "The Story of MP3." Fraunhofer Institute, 2007.) • Nov. 1988 ‐‐ An Internet Worm disables approximately 6,000 Internet host computers. A group called the Computer Emergency Response Team (CERT) is created to look at the problem of hackers and electronic crimes. Additional Resources • "Timeline: A 40‐year history of hacking." PC World / CNN, Nov. 19, 2001. 1988 THE MEDIA • The Prodigy dial‐up service is launched. Prodigy evolved from an unsuccessful videotex program called Trintex, which started in 1984. Prodigy offers news updates as part of its service. From an historical standpoint, Prodigy serves as a bridge from videotex to the new media projects of the 1990s. • "Prodigy TV Ad." Posted on YouTube. • News Example: • Dec. 21, 1988 ‐‐ • "Bombing of Pan Am 103." • (Story available from • database vendor services.) (BBC Historical Report) 1989 TECHNOLOGY • The U.S. Department of Defense sponsored ARPANET computer network, which began as an experimental network of four computers in 1969, is decommissioned and replaced by the faster NSFNET network. (NSFNET will continue until 1995.) • Tim Berners‐Lee writes his original proposal for the the World Wide Web. • Intel introduces its 486 microprocessor. • Nintendo releases its Game Boy handheld game console. • The Corporation for Research and Education Networking (CREN) is started. It supports low‐ cost access to worldwide electronic networking. (The BITNET and CSNET networks helped develop CREN.) Additional Resources • "A Brief History of the Internet." The Internet Society, 2003. 69 1989 THE MEDIA • Newspapers continue to experiment with audiotex technologies. Audiotex customers use their telephone to dial a local number, then enter a four‐digit code for news, stock quotes, weather, sports, and other content. • The Source, an early online service designed for the general public, is purchased by CompuServe. The Source is soon discontinued. CompuServe is one of the largest dial‐up systems for electronic bulletin board (BBS) access. • In 1989 an online service which was launched a year earlier by the Quantum company is renamed America Online. (The history of Steve Case's AOL can be traced back to the beginning of the Quantum Computer Services company and an online service called Quantum Link.) • News Example: June 5, 1989 ‐‐ "Beijing Death Toll at Least 300; Army Tightens Control of City But Angry Resistance Goes On", New York Times. (Story available from database vendor services.) 1990 TECHNOLOGY • The World Wide Web (WWW) prototype is created at the European Laboratory for Particle Physics. The lab is also known as CERN, or Conseil European Pour La Recherche Nucleaire. (The original WWW proposal came in 1989. Tim Berners‐Lee's proposal merged the techniques of networked information and hypertext.) • The National Science Foundation begins allowing commercial use of its NSFNET computer network. • The Windows 3.0 operating system is released by Microsoft. Additional Resources • "The Father of the Web: • Tim Berners‐Lee thinks the Web can bridge local interests and universal value. Then again, he invented it." Wired, March 1997. • One of the first articles about hypertext, or the concept of linked words and images, was written by Vannevar Bush in July 1945. His Atlantic Monthly article was called "As We May Think.") 1990 THE MEDIA • "The emergence of the electronically stored newspaper library has publishers wondering whether they have a new revenue producer in their midst....About 165 U.S. and Canadian daily newspaper companies currently have their news libraries electronically available on commercial databases or on in‐house customized systems...." (Source: Presstime, July 1990) (SLA News Division Web archive examples) • The Albuquerque Tribune launches the "Electronic Trib" BBS service during 1990. News Example: Oct. 3, 1990 ‐‐ "Two Germanys Unite After 45 Years With Jubilation and a Vow of Peace", New York Times. (Story available from database vendor services.) 1991 TECHNOLOGY • The Gopher Internet navigation system is released by researchers at the University of Minnesota. Gopher inventor Mark MaCahill is reported to have called it "the first Internet application my mom can use." • An early Internet search program called WAIS is introduced. WAIS (Wide‐Area Information 70 Server) was originally started as a project by Dow Jones, Apple, and the Thinking Machines Corporation. • Tim Berners‐Lee and CERN release the World Wide Web program. CERN originally developed the Web for physics researchers. • "For Shakespeare, Just Log On." New York Times, July 3, 1991. • An early version of Linux is released on the Internet in September 1991. 1991 THE MEDIA • Feb. 1991 ‐‐ A DOS version of America Online is launched. (The history of Steve Case's AOL can be traced back to the beginning of the Quantum Computer Services company and an online service called Quantum Link.) • News Example: Feb. 28, 1991 ‐‐ "Bush Halts Offensive Combat; Kuwait Freed, Iraqis Crushed", New York Times.(Story available from database vendor services.) • "Newspapers and Magazines Dial 900 for New Revenues." Randall Rothenberg, New York Times, April 22, 1991. • "Who will rewire America." CJR, May/June 1991. • There are still a few videotex journalism projects operating, but most media companies are leaving videotex and moving to BBS or dial‐up services such as Prodigy, Compuserve, and America Online. 1992 TECHNOLOGY • Jan. 1992 ‐‐ The Internet Society, an international organization for coordination of the Internet, is founded. • Jan. 12, 1992 ‐‐ The fictional HAL 9000 computer becomes operational at the H.A.L. plant in Urbana, Illinois. (The movie 2001: A Space Odyssey says that HAL was created in 1992, but the book writes that it was in 1997.) • The U.S. Senate approves a program to fund the National Research and Education Network (NREN). • March 8, 1992 ‐‐ A computer virus called Michelangelo threatens to damage computers around the world. • "The Little Virus That Didn't: The press couldn't get enough of Michelangelo. But did it fall prey or save the day?" AJR, May 1992. • An early ebook called the Sony Bookman is introduced. (See also: "Now the Plot Thickens: Digital reading? What the Dickens is that?" Stuart Whitmore, AsiaWeek.com, Nov. 6. 1998.) • There are 65 million personal computers in offices and homes. (Source: InfoCulture: The Smithsonian Book) • Dec. 1992 ‐‐ A mobile phone in the United Kingdom receives one of the first SMS messages. The text message was sent from a computer on the UK's Vodafone GSM network. 1992 THE MEDIA "Reinventing the Media." CJR, March/April 1992. "Plugging Into Cyberspace." CJR, May/June 1992. News Example: Aug. 24, 1992 ‐‐ Hurricane Andrew. (Stories available from database vendor services.) "What Are We So Afraid Of?" Roger Fidler, AJR, Oct. 1992 Dec. 1992 ‐‐ It is announced that the Delphi dial‐up service is offering full access to the Internet. Delphi is one of the first to provide the general public with easy‐to‐use, text‐only 71 access to the Internet. A few examples of new media sites launched during 1992 (Source: E&P and Alexa): St. Louis Post‐Dispatch, Post‐Link, Jan. 1992 Service: BBS CNN, CNN Newsroom, Oct. 1992 Service: America Online Chicago Tribune, Chicago Online, 1992 Service: America Online (1994 AJR article) Charlotte Observer, Observer Online, 1992 Service: BBS Statistics • The America Online dial‐up service has 200,000 subscribers. (Source: AOL) • There are 150 newspapers that offer full‐text database versions of their stories through vendors such as Nexis, Vu/Text, Dialog, or DataTimes. (Source: News Media Libraries: A Management Handbook) 1993 TECHNOLOGY • April 1993 ‐‐ Mosaic, the first graphical Web browser, is released by the National Center for Supercomputing Applications (NCSA) at the University of Illinois at Urbana‐Champaign. Marc Andreessen leads the group of computer programmers who developed this browser. (See also: "How the Mosaic browser triggered a digital revolution." CNET News, April 17, 2003.) • The Internet Network Information Center (InterNIC) is started and a new arrangement for managing the Internet begins. InterNIC is supported by the National Science Foundation along with commercial companies such as AT&T. One of InterNIC's responsibilities is the registration of domain names for the Internet. (Examples: .com, .org, .net, .edu, and .gov) • Intel introduces its Pentium computer chip. • "Ted Nelson and Xanadu." The Electronic Labyrinth, 1993. • The first Microsoft Internet site is launched. It was designed to support FTP services and limited text‐only Internet browsing. • "The man who made computers personal: Alan Kay may not be a household name but he has revolutionised our lifestyles." New Scientist, June 19, 1993. • "Where Is the Digital Highway Really Heading?" Wired, July/Aug. 1993. • "Home‐grown BB$." Wired, Sept./Oct. 1993. • November 1993 ‐‐ A camera recording the image of the Trojan Room coffee pot at Cambridge University becomes one of the first Web cams. (See also: "Story of the Trojan Room Coffee Pot: A Timeline." and "First Web Cam." Quentin Stafford‐Fraser, 2001.) The Web cam was turned off on Aug. 22, 2001. • "A Free and Simple Computer Link." New York Times, Dec. 8, 1993. Additional Resources • "'The Little Browser That Could' and the New Media Revolution." Poynter Online, Feb. 23, 2004. 1993 THE MEDIA • "Casting the Internet: A New Tool for Electronic Newsgathering." CJR, Jan./Feb. 1993. • News Example: April 19, 1993 ‐‐ "Waco Cult Siege." (Story available from database vendor services.) (BBC Historical Report) • "Papers Will Survive Newest Technology." AJR, June 1993. • "Digital Journalism." Video from Computer Chronicles TV Program. Internet Archive, 1993. • "The Future is Now: Newspapers are overcoming their fears of technology and launching a wide array of electronic products." AJR, Oct. 1993. 72 • "Future Tense: The Anxious Journey of a Technophobe." CJR, Dec. 1993. • A few examples of new media sites launched during 1993: (Source: E&P and Alexa): Florida Today, FlaToday, Feb. 1993, Service: CompuServe; San Jose Mercury News, Mercury Center, May 1993, Service: America Online; Forbes Magazine, June 1993; Time Online, Sept. 1993 (1994 IPA Review) Service: America Online; Arizona Republic, Oct. 1993, Service: BBS; NPR, Dec. 1993; U.S. News & World Report, Dec. 1993 1994 TECHNOLOGY • February 1994 ‐‐ Yahoo is started as a personal list of sites by David Filo and Jerry Yang, Ph.D. candidates in electrical engineering at Stanford. Yahoo stands for "Yet Another Hierarchical Officious Oracle." • April 4, 1994 ‐‐ The Netscape Communications Corporation is founded by Marc Andreessen and Jim Clark. • "The Magic Box: Time Warner is testing its futuristic vision of services that will be available from the TV. But how much interaction do Americans really want?" The New Yorker, April 11, 1994. • The JPEG standard is officially approved. (JPEG images will play an important part in the future use of digital photographs and graphics on the Web.) • Although professional photographers began experimenting with digital photography in 1979, the Associated Press and Kodak introduce the NC2000, the first digital camera specifically designed for photojournalists, in 1994. Early digital cameras were very expensive. It would be a number of years before they became popular with the general public. (See also: "A Bird's View of History: The Digital Camera and the Ever‐Changing Landscape of Photojournalism." The Digital Journalist, Feb. 2006.) • Sept. 12, 1994 ‐‐ Netscape releases the beta version of its Navigator Web browser. (See also: "A Sad Milestone: AOL To Discontinue Netscape Browser Development." Michael Arrington, TechCrunch, Dec. 28, 2007.) • Oct. 1994 ‐‐ The World Wide Web Consortium (W3C) is created to develop common protocols for the Internet. • Oct. 21, 1994 ‐‐ The official White House Website is launched. (See also: "Archived Image of Website" and the article, "Clinton White House Web Site" from About.com) • "1994 video about the Web from Digital Equipment Corporation." Posted on YouTube, Feb. 13, 2007. • According to the Times Mirror Center, nearly one in three U.S. households contains a personal computer, and approximately 23 million adults use a home computer every day. A majority of employed people use a computer at the workplace. (The Times Mirror Center will later change its name to the Pew Research Center.) • Sony introduces its PlayStation video game console. • "The (Second Phase of the) Revolution Has Begun: Don't look now, but Prodigy, AOL, and CompuServe are all suddenly obsolete ‐ and Mosaic is well on its way to becoming the world's standard interface." Wired, Oct. 1994. 1994 THE MEDIA • News Example: Jan. 17, 1994 ‐‐ "Southern California Earthquake." (This is an early example of a news event reported and discussed by Internet, BBS, and dial‐up service users.) "In San Jose, Knight‐Ridder Tests a Newspaper Frontier." William Glaberson, The New York Times, Feb. 7, 1994. 73 • "The Videotex Debacle." AJR, Nov. 1994. • A few examples of new media sites launched during 1994 (Source: E&P and Alexa): Salt Lake Tribune, Utah Online, Jan. 1994, Service: BBS; Detroit Free Press, Jan. 1994, Service: CompuServe; Raleigh News & Observer, Nando.Net, Feb. 1994, Service: Gopher ‐ Internet / BBS; Atlanta Journal and Constitution, Access Atlanta, March 1994, Service: Prodigy; CNET, March 1994, Service: Internet; BBC April 13, 1994 Service: Internet; The New York Times, @ Times, June 1994, Service: America Online; ESPN, July 1994; Tampa Tribune, Tampa Bay Online, Aug. 1994, (1994 IPA Review) Service: Prodigy; Wired Magazine, Hot Wired, Oct. 1994, (1994 IPA Review) Service: Internet; Los Angeles Times, TimesLink, Oct. 26, 1994, (1994 IPA Review) Service: Prodigy. • The America Online dial‐up service has 1,000,000 subscribers. (Source: AOL) 1995 SERVICES & TECH • April 1995 ‐‐ A major step in the growth of the commercial Internet takes place when the NSFNET computer network is successfully transitioned to a new network architecture. • "Oral History: Steve Jobs." Smithsonian Institution, April 1995. • May 1995 ‐‐ The Java Web authoring language is introduced by Sun Microsystems. • Oral History: Marc Andreessen." Smithsonian Institution, June 1995. • June 1995 ‐‐ WebTV, an early proponent of Internet television, is founded. (Microsoft will purchase the company in 1997.) • July 1995 ‐‐ The Amazon.com e‐commerce Web site begins service. It was founded by Jeff Bezo a year earlier. • Aug. 1995 ‐‐ The Windows 95 operating system is released by Microsoft. This includes software for MSN and the Explorer Web browser. • Sept. 1995 ‐‐ The Navigator 2.0 Web browser is released by Netscape. • Sept. 3, 2005 ‐‐ The eBay online auction Web site is founded by Pierre Omidyar. • "1995 AOL TV commercial." Posted on YouTube. • "Celebrating 60 Years of Computing." ENIAC Museum, Univ. of Penn., Sept. 1995. • Oct. 24, 1995 ‐‐ The Federal Networking Council unanimously passes a resolution defining the term Internet. • Specifications for the production of DVDs are finalized. 1995 THE MEDIA • "A Journalist's Guide to the Internet." AJR, Jan./Feb.1995. • News Example: April 19, 1995 ‐‐ "Oklahoma City Bombing." The potential of online journalism is observed when the world turns to the Internet for current information on the Oklahoma City bombing. Web sources include statements from the White House, photos of the damage, victim lists, and updated reports about the disaster. (Source: Poynter's Links to the News) • April 1995 ‐‐ A consortium of newspaper companies is formed. New Century Network is a joint venture of Advance Publications, Cox, Gannett, Hearst Corporation, Knight‐Ridder, Times Mirror, Tribune Company, The New York Times Company, and the Washington Post Company. (New Century Network will close in March 1998.) • "Getting on Boards: Some Papers Choose a Time‐Tested Alternative to the Internet and Big Online Services." Presstime, May 1995. • "The Evolution of the Newspaper of the Future." CMC Magazine, July 1, 1995. 74 • A few examples of new media sites launched during 1995 (Source: E&P and Alexa): Slate Magazine, Feb. 1995, Service: Internet; USA Today, USA Today Online, April 1995, Service: Internet; ZDNet, April 1995, Service: Internet; The Guardian, (London) April 1995; Philadelphia Inquirer, Philadelphia Online, April 1995, Service: Internet; The Age, (Australia) April 1995, Service: Internet; Washington Post, Digital Ink, July 1995, Service: Interchange; Boston Globe, Boston.com, Oct. 1995, Service: Internet; Salon Magazine Nov. 1995 Service: Internet; The Times of London, (England) 1995, Service: Delphi; ABC, 1995; CNN, 1995; CBS, 1995; FOX, 1995; NBC, 1995. 1995 Awards • AJR NewsLink readers rated the following websites the best in 1995: CNN Interactive; CNET Online; USA Today; Boston.com; Nando Times; HotWired; Electronic Telegraph; Reuters New Media; TimesFax; Mercury Center 1995 Statistics • The America Online dial‐up service has 3,000,000 subscribers. (Source: AOL) • There are approximately 60 North American newspapers with sites on the Internet or dial‐up services. (Source: NAA) 1996 SERVICES & TECHNOLOGY • Feb. 8, 1996 ‐‐ Photographers all around the world take part in the "24 Hours in Cyberspace" online project. • Aug. 1996 ‐‐ A report from CommerceNet and Nielsen Media Research announces that Internet access numbers in the U.S. and Canada are up by 50 percent from September 1995 to April 1996. • Aug. 1996 ‐‐ The Explorer 3.0 Web browser is released by Microsoft. • Aug. 1996 ‐‐ Netscape launches its Navigator 3.0 Web browser. • The first personal digital assistant (PDA) to achieve popular success is introduced. Earlier PDAs, such as the British Psion Organiser or the Apple Newton were too complicated or expensive for consumers. However, in 1996 the Palm Pilot 1000 sparks interest in the handheld computer market. • October‐November 1996 ‐‐ "The Yahoo! Time Capsule: One World. Many Voices." • November 1996 ‐‐ The popularity of e‐mail instant messaging increases when the Mirablis company introduces ICQ, a free instant messaging utility. • The average modem can transfer data at 14,400 bps. (Within a year 28,800 bps will be the standard modem speed.) • Nintendo releases its Nintendo 64 video game console. • During the middle and late 1990s, software programs such as Macromedia Dreamweaver, Flash, and Adobe Acrobat are introduced. These programs, and others, like Director and its Shockwave player, help Web designers develop more sophisticated sites and applications. • The Internet Archive is "founded to build an "Internet library," with the purpose of offering permanent access for researchers, historians, and scholars to historical collections that exist in digital format." The Archive receives data donations from Alexa Internet and others. Additional Resources • "Internet Archive Wayback Machine: Web Pioneers." Internet Archive. 75 • "Net Cafe TV Program." Videos from 1996‐2002. Internet Archive. 1996 THE MEDIA • News Example: Feb. 8, 1996 ‐‐ After President Clinton signs the Telecommunications Act, a 48‐ hour protest is staged against a controversial section of the act that limits Internet access to minors. Bow‐shaped blue ribbons are posted on Internet sites and many webmasters color their homepages black in protest against the Communications Decency Act. • "A Tour of Our Uncertain Future." CJR, March/April 1996. • News Example: April 3, 1996 ‐‐ "Unabomber Suspect Arrested." (Source: Poynter's Links to the News) • New Media Project. ASNE, 1996. • Aug. 7, 1996 ‐‐ America Online goes offline for 18 hours. Customers around the world are left without news, e‐mail, and other services. • "From Videotex to the Internet: Lessons from Online Services 1981‐1996." La Trobe University, Aug. 1996. • News Example: "Presidential Campaign." (Source: 1996 CJR article) • Newspaper Web archives continue to grow. Beginning in 1969 with The New York Times Information Bank, newspapers across the country started saving their abstracts and stories in electronic database form. These archives were first used by database vendors, but now, in the middle 1990s, newspaper websites begin tapping into these database archives and start selling copies of old articles. • "News Attracts Most Internet Users." Pew Research Center, Dec. 16, 1996. 1996 Awards • AJR NewsLink readers rated the following websites the best in 1996: CNN Interactive; Washington Post; USA Today; The New York Times; Nando Times; The Wall Street Journal; Los Angeles Times; San Jose Mercury News; Jerusalem Post; Washington Times. 1996 Statistics • The America Online dial‐up service has 5,000,000 subscribers. (Source: AOL) • There are approximately 230 North American newspapers with sites on the Internet or dial‐up services. (Source: NAA) 1997 SERVICES & TECHNOLOGY • April 1997 ‐‐ A report from CommerceNet and Nielsen Media Research announces that the number of Internet users in the U.S. and Canada is more than 50 million. • April 1, 1997 ‐‐ One of the first blogs, Dave Winer's Scripting News, is started. Another early blog is Jorn Barger's Robot Wisdom, which is the first to call itself a Weblog. (See also: 2007 anniversary stories about the history of blogs.) • August 1997 ‐‐ Netscape launches its Navigator 4.0 Web browser. • August 4, 1997 ‐‐ The TiVo digital video recorder company is incorporated. • Sept. 1997 ‐‐ Microsoft releases its Explorer 4.0 Web browser. • The Netscape and Microsoft companies pledge to improve their push technology. Many Web users were introduced to push technology by the PointCast company's screen saver and personal information retrieval system. • A study from the National Center for Educational Statistics finds that 78% of U.S. public 76 schools are connected to the Internet. • "The Godfather: The Manhattan Project, Silicon Valley, The World Wide Web. Wherever you look in the information age, Vannevar Bush was there first." Wired, Nov. 1997. • Dec. 1997 ‐‐ A survey from DataQuest reports that 43% of U.S. households own personal computers. 1997 THE MEDIA • News Example: March 27, 1997 ‐‐ "Heaven's Gate." (Source: Poynter's Links to the News) • "The Future of Online Journalism." CJR, July/Aug. 1997. • News Example: Aug. 31, 1997 ‐‐ "England Mourns Princess Diana." (Source: Poynter's Links to the News) • Sept. 1997 ‐‐ The CompuServe service is sold to America Online as part of a deal involving telecommunications provider WorldCom. • "Competing for Cyberturf." Presstime, Sept. 1997. • "Sidewalk scares newspapers. Does Microsoft pose a threat to print ad revenues?" SFGate.com, Oct. 12, 1997. • "So You Want to Be An Online Journalist?" AJR, Nov. 1997. 1997 Awards • AJR NewsLink readers rated the following websites the best in 1997: The New York Times; USA Today; CNN; The Washington Post; Los Angeles Times; Jerusalem Post; Times of London; New Jersey Online; Washington Times; The Philadelphia Inquirer. • 1997 Webby Awards (Archived list of winners) 1997 Statistics • The America Online dial‐up service has 10,000,000 subscribers. (Source: AOL) • There are approximately 1,200 television stations with sites on the Internet or dial‐up services. (Source: Editor & Publisher) • There are approximately 2,600 newspapers with sites on the Internet or dial‐up services. (Source: Editor & Publisher) 1998 SERVICES & TECHNOLOGY • Feb.10, 1998 ‐‐ XML (Extensible Markup Language) is recommended by the W3C (World Wide Web Consortium) as a general‐purpose markup language. • April 1998 ‐‐ It is announced that $500 million in industry support has been pledged for the development of the next‐generation Internet, called Internet 2. • April 1998 ‐‐ A study in the journal Science reports that even the best search engines index no more than 34% of the 320 million available webpages. NEC Research Institute scientists report that search engines index the following percentages of the Web: Hotbot ‐‐ 34%; AltaVista ‐‐ 28%; Northern Light ‐‐ 20%; Excite ‐‐ 14%; Infoseek ‐‐ 10% • May 1998 ‐‐ The U.S. Justice Department sues Microsoft, accusing it of monopolistic practices against competitors. • May 20, 1998 ‐‐ The Bluetooth Special Interest Group is announced. Bluetooth is an industrial specification for wireless personal area networks. "Bluetooth provides a way to exchange information between wireless devices such as personal digital assistants (PDAs), mobile phones, laptops, computers, printers, digital cameras via a secure, low‐ cost, globally available short‐range radio frequency band." 77 • June 1998 ‐‐ The Windows 98 operating system is released by Microsoft. • June 1998 ‐‐ A report from CommerceNet and Nielsen Media Research announces that the number of Internet users over the age of 16 in the U.S. and Canada has reached 79 million. • "Will Net appliances edge out PCs?" PC World / CNN, June 22, 1998. • "The joys of curling up with a good digital reading device." Steve Silberman, Wired, July 1998. • "A History of List Servers." John Buckman, 1998. • Aug. 1998 ‐‐ Apple computer begins selling its new iMac (Internet Mac) computer. • Sept. 1998 ‐‐The Google company opens its office in Menlo Park, California. Google.com was still in beta. • When We Were Young: In the Golden Age of ASCII, Kids could be King." Wired, Sept. 1998. • The Internet Corporation for Assigned Names and Numbers (ICANN) is founded. ICANN is responsible for the global coordination of the Internet's system of unique identifiers. • Oct. 1998 ‐‐ The Alexa company, which has been preserving Web pages since 1996, donates two terabytes of historical Web content to the Library of Congress. The donation is in the form of an interactive digital sculpture that includes text, images, and audio files from the Web. • Fifty percent of U.S. homes have personal computers. In 1995 the number was just 27 percent. The change was driven by strong sales of lower priced computers. (Source: Dataquest market research) • Nov. 24, 1998 ‐‐ America Online announces that it will acquire Netscape Communications Corporation in a stock deal valued at $4.2 billion. AOL will also enter into a strategic alliance with Sun Microsystems. • "Connecting with Intranets." Presstime, Dec. 1998. 1998 THE MEDIA • News Example: Jan. 1998 ‐‐ The story of President Clinton and Monica Lewinsky demonstrates how the Web is changing journalism. After the Drudge Report breaks the news, a media frenzy follows in both the online and traditional press. (Source: Poynter's Links to the News) • "Video Comes to The World Wide Web." AJR, Jan./Feb. 1998. • March 1998 ‐‐ The New Century Network and its NewsWorks search engine are closed down. This consortium of newspaper companies was founded in 1995. • "New‐Media Meltdown at New Century. How a big online newspaper venture bit the dust." I. Jeanne Dugan, BusinessWeek, Mar. 12, 1998. • "Internet News Takes Off." Pew Research Center, June 8, 1998. • News Example: Aug. 26‐28 ‐‐ The Charlotte Observer uses a weblog to report the story of Hurricane Bonnie. (Source: "Dispatches from Along the Coast." and "Blogging Bonnie", Chip Scanlan and Jonathan Dube, Poynter Online, Sept. 18, 2003.) • Sept. 13, 1998 ‐‐ The New York Times website is attacked by hackers calling for the release of Kevin Mitnick, an imprisoned computer criminal. Times officials shut down the site after the break‐in is discovered, and they restore most of their site within nine hours. • A variety of meta news search engines such as TotalNews and NewsTrawler are available on the Web in 1998. These services regularly index current content from Web news sources. A few of these search engines also serve as archives. • Nov. 18, 1998 ‐‐ The AvantGo mobile information company announces that it will provide news from Knight‐Ridder's Real Cities network to handheld devices such as the PalmPilot. Additional news providers include The New York Times, C/NET, and the Wall 78 Street Journal. • "Finally, A Peek at Profits: Some News Sites Find the Formula." CJR, Nov./Dec. 1998. 1998 Awards • The 1998 Editor & Publisher EPpy awards (Archived list of winners) • The 1998 NAA Digital Edge Awards (Archived list of winners) • 1998 Webby Awards (Archived list of winners) 1998 Statistics • Nov. 1998 ‐‐ A Jupiter Communications survey reports that more than 80% of U.S. online consumers trust online news as much as they trust newspapers, broadcast television, and cable news outlets. • Dec. 1998 ‐‐ The Pew Center reports that the number of people who get news online at least weekly continues to grow, starting from 4% in 1995 to between 15% to 26% in 1998. Statistics fluctuate related to what is happening in the news. There are approximately 74 million Internet users in the United States. • The America Online dial‐up service has 15,000,000 subscribers. (Source: AOL) • There are approximately 1,280 television stations with sites on the Internet or dial‐up services. (Source: Editor & Publisher) • There are approximately 3,250 newspapers with sites on the Internet or dial‐up services. (Source: Editor & Publisher) 1999 SERVICES & TECHNOLOGY • March 1999 ‐‐ The Melissa computer virus spreads via e‐mail attachments. • "Tim Berners‐Lee: From the thousands of interconnected threads of the Internet, he wove the World Wide Web and created a mass medium for the 21st century." Time Magazine, March 29, 1999. • The top ten wired cities in the U.S. are: San Francisco, Austin, Seattle, Washington, Boston, San Jose, San Diego, Minneapolis‐St. Paul, Atlanta and Dallas‐Fort Worth. (Source: Yahoo! Internet Life) • Final Cut Pro, a non‐linear editing system is introduced at a NAB meeting during 1999. (Final Cut Pro will later play a role in the development of multimedia production on the Web.) • Craigslist, a centralized network of online communities featuring free classified advertisements and forums sorted by various topics, is incorporated. It was founded in 1995 by Craig Newmark. • The U.S. Department of Commerce begins tracking Internet sales. They call e‐commerce "a major indicator of the nation's economic health." In 1999 the four leading e‐commerce brands are amazon.com, priceline.com, eBay and E‐trade. • "The Spam That Started It All." Wired, April 13, 1999. • June 1, 1999 ‐‐ The original version of the Napster file sharing service is released by Shawn Fanning and Sean Parker. • August 1999 ‐‐ The blog publishing tool, Blogger, is launched by Pyra Labs. (In 2003 Pyra Labs is purchased by Google.) • Sept. 1999 ‐‐ Beta testing of the Google search engine is finished. (Source: Google History) • "Internet Predecessor Turns 30." CNN, Sept. 1999. • "Divide and Conquer?: IPO Deliberations Prolong the Suspense." Presstime, Dec. 1999. • "The Digital Century: We remember 100 computing events (crucial, improbable, or downright 79 absurd) that changed our lives, opened our eyes, or made us smile." PC World, Dec. 1999. 1999 THE MEDIA • "The Internet audience is not only growing, it is getting decidedly mainstream. Two years ago, when just 23% of Americans were going online, stories about technology were the top news draw. Today, with 41% of adults using the Internet, the weather is the most popular online news attraction." (Source: "The Internet News Audience Goes Ordinary." Pew Research Center, Jan. 1999.) • "Prodigy Legacy Lives On." New York Times, Jan. 1999. • "After the Hack: Questions Follow the Times Attack." CJR, Jan./Feb. 1999. • News Example: April 20, 1999 ‐‐ "Columbine School Shooting." (Source: Poynter's Links to the News) • May 1999 ‐‐ The Online News Association (ONA) is established and launches a website. • "Fear.com: Newspapers are on the Web because they have to be, but they're still trying to figure out what to do there." Chip Brown, AJR, June 1999. • News Example: July 18, 1999 ‐‐ "JFK, Jr. Plane Crash." (Source: Poynter's Links to the News) • Oct. 1999 ‐‐ Jim Romenesko's popular website, "Mediagossip.com," moves to Poynter Online with the new name "Romenesko's Medianews." (The name is changed to "Romenesko" in 2003.) • News Example: Dec. 31, 1999 ‐‐ "The Y2K Problem." (Source: Poynter's Links to the News) 1999 Awards • The 1999 Editor & Publisher EPpy awards (Archived list of winners) (Archived list of finalists) • The 1999 NAA Digital Edge Awards (Archived list of winners) • 1999 Webby Awards (Archived list of winners) 1999 Statistics • The number of radio stations that broadcast their signal on the Internet is more than 2,200. This number is up from 56 stations three years ago. (Source: BRS Media) • The America Online dial‐up service has 20,000,000 subscribers. (Source: AOL) • "More than 950 North American daily newspapers have launched online services." "Worldwide, there are more than 2,800 daily, weekly and other newspapers online." (Source: NAA) There are approximately 1,311 television stations with sites on the Internet or dial‐up services. (Source: Editor & Publisher) 2000 SERVICES & TECHNOLOGY There is a major denial of service attack against high profile Web sites in February 2000. • The Love Letter worm infects computers around the world during May 2000. • There will be approximately 3.6 million high speed cable Internet users by the end of the year. (Source: Cahners In‐Stat Group) • "The Love Bug: Few Take an Online Sick Day Due to Virus." Pew Internet & American Life Project, May 19, 2000. • "Wireless: The Next Wave?" Presstime, June 2000. • On June 30, 2000, "President Clinton used an electronic card and his dog's name as a • • • • • • • • • • 80 password to 'e‐sign' into law a bill that makes electronic signatures as valid as their ink counterparts....The act, approved overwhelmingly earlier in June by both houses of the U.S. Congress, eliminates legal barriers to using electronic technology to form and sign contracts." (Sources: Reuters, CNN) Ads with barcodes for the CueCat reader begin appearing in major publications such as Forbes, Time, and The Dallas Morning News. The small plastic CueCat, which is shaped like a cat, connects to computers and allows readers to link to an Internet URL by scanning a barcode appearing in a print ad or article. (CueCat is a commercial failure.) Sony releases its PlayStation2 video game console. "Wired Workers: Who They Are and What They're Doing Online." Pew Internet & American Life Project, Sept. 3, 2000. "Weblogs: A History and Perspective." Rebecca's Pocket, Sept. 7, 2000. "Worry About the Worm: Cousins to computer viruses, worms can cause more problems." PC World, Sept. 22, 2000. "New Internet Users: What They Do Online, What They Don't and Implications for the Net's Future." Pew Internet & American Life Project, Sept. 25, 2000. "Usenet Sale: Sounds to Silence?" Wired, Oct. 25, 2000. The number of American adults with Internet access grew from about 88 million to more than 104 million in the second half of 2000. The average American Internet user spends 4.2 hours a week on the Internet. (Source: Pew Internet Project) "Dot‐Com Is Dead; Long Live Dot‐Com!" TheStreet.com, Nov. 3, 2000. "Invasion of the 'Blog': A Parallel Web of Personal Journals." The New York Times, Dec. 28, 2000. 2000 THE MEDIA • • • • • • • • • • • • News Example: Jan. 1, 2000 ‐‐ "The New Millennium." (Source: Poynter's Links to the News) "AOL and Time Warner to Merge." CNN, Jan. 10, 2000. "Rupert Discovers the Internet." Wired, March 2000. "Cyber News." Video of Net Cafe TV show. Internet Archive, March 3, 2000. News Example: April 22, 2000 ‐‐ "Elian Gonzalez Case." (Source: Poynter's Links to the News) In May 2000 Stanford University and the Poynter Institute release results from their Eyetrack study on Internet news‐reading behavior. "Internet Sapping Broadcast News Audience." Pew Research Center, June 11, 2000. "Enjoy the Ride While It Lasts." CJR, July/August 2000. "Surviving in Cyberspace: With the old euphoria a distant memory, what lessons have emerged to help shape the future of online journalism?" AJR, Sept. 2000. "E‐Commerce: The Glitter Fades." Presstime, Nov. 2000. "Election Day was the Internet's time fo shine, a chance for the medium to enlighten Americans in ways television could not. But ultimately, the Net faced the same pitfalls as television: Web sites could not say for sure who will be the next president." (Source: "Millions Online for Gore, Bush Race." AP, Nov. 8, 2000.) (2000 Poynter project ‐ 1) (2000 Poynter project ‐ 2) (Internet Archive Report) (CJR stories) "Internet Election News Audience Seeks Convenience, Familiar Names." Pew Research Center, Dec. 3, 2000. 2000 Awards • The 2000 Editor & Publisher EPpy awards (Archived list of winners) 81 • The 2000 Online News Association's Online Journalism Awards (Archived list of winners) (Archived list of finalists) • The 2000 NAA Digital Edge Awards (Archived list of winners) • 2000 Webby Awards (Archived list of winners) 2000 Statistics • The America Online dial‐up service has 25,000,000 subscribers. (Source: AOL) • "More than 1,200 North American daily newspapers have launched online services." "Worldwide, there are more than 4,000 daily, weekly and other newspapers online." (Source: NAA's 2000 Facts about Newspapers) There are approximately 1,305 television stations with sites on the Internet or dial‐up services. (Source: Editor & Publisher) 2001 SERVICES & TECHNOLOGY • Wikipedia formally begins on January 15, 2001. (Source: History of Wikipedia) • 51 percent of all U.S. households have at least one mobile phone. 40 percent of U.S. adults use their cell phones regularly. (Source: Dataquest Inc., Feb. 2001.) • 54 percent of the U.S. population uses the Internet (143 million people). This figure is up 26 percent from 2000. (Source: U.S. Commerce Department) • In July 2001 the Napster file sharing service shuts down after being sued and losing a court case for copyright infringement. • "The Microsoft Verdict." The New Yorker, July 9, 2001. • On July 16, 2001, anti‐virus experts begin hearing reports about the Code Red worm and SirCam virus. • Internet users find it easier to access free wireless connections at libraries, schools, restaurants, and many other locations. • "Wireless: The Strategies." Presstime, July/August 2001. • "The PC at 20: The road from 1981's IBM PC to today's systems ‐‐ and all the revolutions, evolutions, and stumbles in between." PC World, Aug. 2001. • The Trojan Room coffee pot Web cam is turned off on August 22, 2001. (See also: "Farewell, Seminal Coffee Cam." Reuters/Wired, March 7, 2001. "Story of the Trojan Room Coffee Pot: A Timeline." and "First Web Cam." Quentin Stafford‐Fraser, 2001.) The Web cam image was first posted on the Internet in 1993. • On October 23, 2001, the iPod, Apple's hard drive‐based digital audio player is introduced. The Apple iTunes music store opens for Mac users on April 28, 2003. (You might say Sony's audio cassette Walkman (1979) and the first commercial transistor radio (1954) were the iPods of their generations.) • "Leviathan: How much bigger can AOL get?" The New Yorker, Oct. 29, 2001. • There are more than 21 million broadband Internet home users in the United States. (Source: Nielsen/NetRatings, Nov. 2001.) • Microsoft introduces its Xbox video game console. • "The dot‐com meltdown and the Web: 12% of Internet users have lost a favorite Web site, 17% have been asked to pay for something that used to be free online, yet most online Americans adjust easily." Pew Internet & American Life Project, Nov. 14, 2001. • "20 Year Usenet Timeline." Google, Dec. 2001. • "The 30‐Year Path of E‐Mail" New York Times, Dec. 6, 2001. 82 2001 THE MEDIA • "Five Years on the Web." New York Times, Jan. 20, 2001. • "When the Internet stock bubble burst last year, the Wall Street funding spigot was quickly turned off.... Much of the reporting on the dot‐com decline focuses on the business side: stock slides, cutbacks, layoffs. And indeed, there is no shortage of financial woe." (Source:"Web Sites Struggle Financially Despite Millions of Visitors." Washington Post, Feb. 21, 2001.) • The Online Publishers Association (OPA) is organized during June 2001. • News Example: Sept. 11, 2001 ‐‐ "9/11 Terrorist Attacks." (Source: Poynter's Links to the News) • "In the days immediately following the September 11 terror strikes on the World Trade Center and the Pentagon the number of Americans online dropped. But there were signs by the end of September that online activity was returning to the usual levels. At the same time, there were conspicuously more Internet users getting news online after Spetember 11 than in previous periods." (Source: "The Commons of the Tragedy." Pew Internet & American Life Project, Oct. 10, 2001.) 2001 Awards • The 2001 Editor & Publisher EPpy awards (Archived list of winners) • The 2001 Online News Association's Online Journalism Awards (Archived list of winners) (Archived list of finalists) • The 2001 NAA Digital Edge Awards (Archived list of winners) • 2001 Webby Awards (Archived list of winners) 2001 Statistics • "More than 1,300 North American daily newspapers have launched online services." "Worldwide, there are more than 4,500 daily, weekly and other newspapers online." (Source: NAA's 2001 Facts about Newspapers) • There are approximately 1,418 television stations with sites on the Internet or dial‐up services. (Source: Editor & Publisher) 2002 SERVICES & TECHNOLOGY • The first public demonstration of the Second Life virtual online world takes place in February 2002. (Second Life's developer, the Linden Lab company, started in 1999.) • "The Nielsen/NetRatings firm estimated that the Internet population had risen from a mere 2,000 or so privileged researchers in 1973 to 428 million people worldwide by April 2002. That number can be expected to continue growing in the coming decade, especially as newer, more inexpensive technologies emerge that allow people to carry the Internet with them wherever they go, using cell phones, pagers, Internet appliances, laptops, and PDAs." (Source: Encyclopedia of New Media) • The Friendster social networking site is founded. (In 2003 Google offers to purchase the company for $30 million. Friendster turns down the offer.) • "Search Engines: A Pew Internet Project Data Memo." Pew Internet & American Life Project, July 3, 2002. • "One Year Later: September 11 and the Internet." Pew Internet & American Life Project, Sept. 5, 2002. • "The Internet Goes to College: How Students are Living in the Future with Today's 83 Technology." Pew Internet & American Life Project, Sept. 15, 2002. • Eleven percent of U.S. higher education students took at least one online course. Eighty‐one percent of all higher learning institutions offer at least one online course, and 34 percent offer complete online degree programs. (Source: Sloan Consortium) • "Children in the U.S. experienced the equivalent of an adolescent growth spurt in their use of the Internet between 2000 and 2002. Stretching their digital limbs, 65 percent of American children ages 2‐17 now use the Internet from home, school, or some other location ‐‐ a 59 percent growth rate since 2000, when 41 percent of children went online from any location." (Source: CPB Report) • "Email at work: Few feel overwhelmed and most are pleased with the way email helps them do their jobs." Pew Internet & American Life Project, Dec. 8, 2002. Additional Resources • Tablet Timeline. PC Magazine, 2002. • "Computer Chronicles TV Program." Videos from 1983‐2002. Internet Archives. 2002 THE MEDIA • News Example: Jan. 10, 2002 ‐‐ "The Enron Scandal." (Source: Poynter's Links to the News) • News Example: Feb. 22, 2002 ‐‐ "Remembering Daniel Pearl." (Source: Poynter's Links to the News) • Google introduces a beta version of its Google News service in April 2002. • "The Third Wave of Online Journalism." OJR / Web Archive, April 2002. • The number of online users being asked to register and pay for Internet content continues to increase. (Source: Pew Internet & American Life Project) • News Example: Oct. 28, 2002 ‐‐ "Serial Sniper Attacks." (Source: Poynter's Links to News) 2002 Awards • The 2002 Editor & Publisher EPpy awards (Archived list of winners) • The 2002 Online News Association's Online Journalism Awards (Archived list of winners) (Archived list of finalists) • The 2002 NAA Digital Edge Awards (Archived list of winners) • 2002 Webby Awards (Archived list of winners) 2002 Statistics • "More than 1,300 North American daily newspapers have launched online services." "Worldwide, there are more than 5,000 daily, weekly and other newspapers online." (Source: NAA's 2002 Facts about Newspapers) 2003 SERVICES & TECHNOLOGY • Google purchases blogging software company Pyra Labs, creator of Blogger, in February 2003. • "An international team set new Internet2 land speed records by transferring 6.7 gigabytes of data across 10,978 kilometers (more than 6,800 miles) of network in less than one minute." (Source: Archives for I2‐News) • The MySpace social networking Web site is officially launched in March 2003. • Skype, a peer‐to‐peer Internet telephony network, is founded. (In 2005 Skype is acquired by eBay.) • "The Internet and the Iraq war." Pew Internet & American Life Project, April 1, 2003. 84 • The Apple iTunes music store opens for Mac users on April 28, 2003. iTunes and the iTunes music store are available for Windows users in October 2003. (The first iPod was introduced on October 23, 2001.) • "Spam Celebrates Silver Jubilee." BBC, May 4, 2003. • "Conference Panelists See Bright Future for Mobile Publishing." OJR, July 23, 2003. • Sobig.F worm infects computers around the world in August 2003. • The Technorati blog search engine is launched. • The popularity of RRS (Rich Site Summary) continues to grow. RRS was developed to help work around e‐mail distribution problems caused by spam. • The Furl social bookmarking site is founded in 2003. • "The growing power of Weblogs, or 'blogs', has hardly gone unnoticed. Bloggers have been credited with helping to topple Trent Lott and Howell Raines, with inflaming debate over the Iraq war, and with boosting presidential hopeful Howard Dean." (Source: "A Brief History of Weblogs." CJR, Sept./Oct. 2003.) • LinkedIn social / professional networking site is launched. • "Introduction to Mobile Blogging." Sun Microsystems, Oct. 2003. • "Spam: How it is Hurting Email and Degrading Life on the Internet." Pew Internet & American Life Project, Oct. 22, 2003. • "America's Online Pursuits: The Changing Picture of Who's Online and What They Do." Pew Internet & American Life Project, Dec. 22, 2003. 2003 THE MEDIA • "Here Comes 'We Media': Tech‐Savvy Readers Want In on Conversation." CJR, Jan./Feb. 2003. • News Example: Feb. 1, 2003 ‐‐ "Space Shuttle Columbia Disaster." (Source: Poynter's Links to the News) • News Example: March 19, 2003 ‐‐ "Reporting on the Iraq War." (Source: Poynter's Links to the News) • "We Media: How Audiences are Shaping the Future of News and Information." The Media Center at API, 2003. • "At a time when access to the high‐speed Internet is getting easier and do‐it‐yourself publishing software abounds, Weblogs are cyberspace's quick‐moving, multilinked, interactive venues of choice for millions of people wanting to share information and opinions, commentary and news." (Source: "Weblogs and Journalism." Nieman Reports, July 2003, pages 59‐98.) • "Online News Pioneers See Changes in the First 10 Years." OJR, Sept. 9, 2003. "Part Two." 2003 Awards • The 2003 Editor & Publisher EPpy awards (Archived list of winners) • The 2003 Online News Association's Online Journalism Awards (Archived list of winners) (Archived list of finalists) • The 2003 NAA Digital Edge Awards (Archived list of winners) • 2003 Webby Awards (Archived list of winners) 2003 Statistics "Nearly 1,500 North American daily newspapers have launched web sites." "Worldwide, there are more than 5,000 daily, weekly and other newspapers online." (Source: NAA's 2003 Facts about Newspapers) 85 2004 SERVICES & TECHNOLOGY • "Google Releases Orkut Social Networking Service." Danny Sullivan, Search Engine Watch, Jan. 22, 2004. (See also: Google's Orkut Web site.) • The Flickr photo sharing Web site is launched by the Ludicorp company in February 2004. (Yahoo! will purchase Ludicorp and Flickr in March 2005.) • The Facebook social networking site is started by Harvard University student Mark Zuckerberg during February 2004. • "Googlemania!" Wired, March 2004. • "ICANN President Wants Group to Focus on Internet Basics." Computerworld, March 8, 2004. • "Sixty‐three percent of e‐mail users who responded to the Pew Internet & American Life survey said that the increase in junk e‐mail has made them less trusting of e‐mail as a communications tool, and more than three‐quarters of respondents ‐‐ 77 percent ‐‐ said that spam makes being online unpleasant and annoying." (Source: Washingtonpost.com special section on Spam, March 17, 2004.) • "Who Should Govern the Net?" CNET, March 18, 2004. • On April 29, 2004, Google Inc. announces that it has filed a registration statement with the Securities and Exchange Commission for a proposed initial public offering of its Class A common stock. • "Worldwide shipments of mobile phones grew in the first quarter of 2004 compared with the same period last year, buoyed by strong demand for camera phones and color screens." (Source: ZDNet News, May 6, 2004) • Competitors for the growing smart phone market include PalmOne, RIM (maker of the Blackberry), Samsung, Sony Ericsson, Motorola, HP, and Nokia. • Internet podcasts become more popular and easier to find during 2004. • "Data Memo on Search Engines." Pew Internet & American Life Project, Aug. 12, 2004. • "The Digital Future Report: Year Four." Center for the Digital Future, Sept. 2004. • The Center for History & New Media, in partnership with colleagues at the University of Maryland and the Internet Archive, receive an award from the Library of Congress's National Digital Information Infrastructure and Preservation Program to build upon work done in connection with CHNM's Business Plan Archive, a two‐year‐old initiative to preserve records from the historic dot‐com era of the late 1990s. • The October 2004 Web 2.0 Conference focuses on emerging business and technology developments on the Web. • "Podcasts: New Twist on Net Audio." Wired, Oct. 8, 2004. • The FCC takes steps to encourage deployment of fiber optic broadband networks capable of delivering advanced data, video and voice service to the mass market by local telephone companies. • The Mozilla Firefox Web browser is officially released in November 2004. It is marketed as a secure alternative to Microsoft's Internet Explorer browser. • "Merriam‐Webster's Words of the Year 2004: Based on your online lookups, the #1 Word of the Year for 2004 was Blog." Merriam‐Webster Online, Nov. 2004. • "Should Your PC Be Your Telephone?" New York Times, Dec. 2, 2004. • On December 7, 2004, IBM announces that it is selling its PC business to China's Lenovo Group. (IBM's dominate role in the history of personal computers can be traced back to 1981 and the introduction of their first successful PC.) • "Google to Scan Famous Libraries." BBC, Dec. 14, 2004. 86 Additional Resources • Imagining the Internet ‐ Predictions Database. Elon University/Pew Internet and American Life Project. (Additional survey material added in 2004.) • "Apple Ads." (1984‐2004) Posted on YouTube. 2004 THE MEDIA • "Although the economics are still evolving, the Internet has now become a major source of news in America. In September 2003, over half of the people in the United States ‐ 150 million ‐ went online, a record for Web use. And half to two‐thirds of those who go online use it at least some of the time to get news. Whether the new medium is replacing the old, however, at this point is less clear." (Source: "The State of the News Media: Online Section." Project for Excellence in Journalism, March 2004.) • News Example: June 5, 2004 ‐‐ "Remembering Reagan." (Source: Poynter's Links to the News) • "Significant numbers of Americans are turning to the Internet for news coverage and images they cannot find in the mainstream media. Over the last few months, war images have begun appearing online that were deemed too graphic and disturbing to be carried by the mainstream press. A significant number of Internet users, many of whom have explicitly gone looking for them, have seen these images online." (Source: "The Internet as a Unique News Source." Pew Internet & American Life Project, July 8, 2004.) • "We're All Journalists Now." Wired, August 11, 2004. • In September 2004 the Poynter Institute, the Estlow Center for Journalism & New Media, and Eyetools release their results from the Eyetrack III study on Internet news‐reading behavior. (Source: Eyetrack III, Poynter Online) • "Ceefax marks 30 years of service." BBC, Sept. 22, 2004. • " 'With more events like the CBS document scandal, bloggers could have the effect of forcing a closer look at journalistic integrity and a much wider line of separation between commentary and news reporting,' said Chad Shue of Everett, Washington." (Source: "Readers Speak: Online columns viewed cautiously, but are a vital new medium." Ryan Pitts, APME / Spokane Spokesman‐Review, Oct. 13, 2004) • The Media Bloggers Association (MBA) is founded in November 2004. • The Online Publishers Association (OPA) announces that for the first time ever, content surpassed communications to become the leading online activity as measured by share of time spent online. (Source: Results from the IAI or Internet Activity Index) • "Milestones in Online Journalism." dotjournalism, Dec. 16, 2004. • "Bloggers, Citizen Media and Rather's Fall ‐‐ Little People Rise Up in 2004." OJR, Dec. 21, 2004. • News Example: December 26, 2004 ‐‐ "South Asia Earthquake and Tsunami." (Source: Poynter's Links to the News) 2004 Awards • The 2004 Editor & Publisher EPpy awards (Archived list of winners) • The 2004 Online News Association's Online Journalism Awards (Archived list of winners) (Archived list of finalists) • The 2004 NAA Digital Edge Awards (Archived list of winners) (Archived list of finalists) • 2004 Webby Awards (Archived list of winners) 87 2004 Statistics • "More than 1,500 North American daily newspapers have launched web sites." • "Worldwide, there are more than 5,000 daily, weekly and other newspapers online." • (Source: NAA's 2004 • Facts about Newspapers) • "The Blogosphere By the Numbers." (Source: ClickZ Stats, Nov. 22, 2004.) 2005 SERVICES & TECHNOLOGY • EPIC 2015, the updated version of the flash movie, EPIC 2014, is released by Robin Sloan and Matt Thompson in Jan. 2005. • "Guest Writer Simon Waldman: The Importance of Being Permanent." PressThink, Jan. 7, 2005. • "Chill, blogophiles; you're not the first to do what you're doing." USA Today, Jan. 26, 2005. • "Personal Radio Via Podcasting Grows More Popular." NPR, Jan. 31, 2005. • YouTube is founded by Chad Hurley, Steve Chen, and Jawed Karim on Feb. 15, 2005. • "Microsoft @ 30." History Timeline, Microsoft, 2005. • "A short history of blogging." The Blog Herald, March 6, 2005. • Chicagocrime.org, one of the original map mashups, is started by Adrian Holovaty in May 2005. (See also: "In memory of chicagocrime.org." Adrian Holovaty.com, January 31, 2008.) • "Dazzle, Yes. But Can They Blog? For Arianna Huffington, The Stars Come Out to Post." Washington Post, May 9, 2005. • The NowPublic user‐generated participatory news network is founded during 2005. • Google Earth is launched on June 28, 2005. • "What MySpace means to Murdoch." BBC, July 19, 2005. • "Mix, Match, And Mutate: Mash‐ups ‐‐ homespun combinations of mainstream services ‐‐ are altering the Net." BusinessWeek, July 25, 2005. • Soundslides, a multimedia program created by Joe Weiss is released during 2005. • "Yahoo! Netrospective: 10 years, 100 moments of the Web." Yahoo!, 2005. • "We Are the Web." Kevin Kelly, Wired, August 2005. • "Craig Newmark: The Net's Free Force." BusinessWeek, Aug. 15, 2005. • "Personal Computer Museum Ontario Canada Opening." Rogers Television, Sept. 2005. Posted on YouTube. • "Flash journalism: Professional practice today." Mindy McAdams, OJR, Sept. 22, 2005. • "What Is Web 2.0." O'Reilly, Sept. 30, 2005. • The Apple iTunes store begins offering videos and TV shows in October 2005. (The iTunes music store opened for Mac users on April 28, 2003.) • Ning is launched in October 2005. Ning helps users create their own social networks. The company was founded a year earlier in October 2004 by Marc Andreessen and Gina Bianchini. (In 1993 Andreessen lead the group of computer programmers who developed the Mosaic browser.) • "The Trend Spotter." (Profile of Tim O'Reilly.) Steven Levy, Wired, October 2005. • "CNET News.com's Blog 100." CNET News, Oct. 5, 2005. • "Forget Blogs, Print Needs Its Own IPod." New York Times, Oct. 10, 2005. • "An Evening with Ivan Sutherland at the Computer History Museum." Online Video and transcript, Computer History Museum, October 19, 2005. • Yahoo! purchases the social bookmarking service, del.icio.us, in December 2005. 88 • "The 50 Greatest Gadgets of the Past 50 Years." PC World, Dec. 24, 2005. • "The Year of the Podcast." Slate, Dec. 30, 2005 Additional Resources • Pew Internet & American Life Project Reports: "The State of Blogging." Jan. 2, 2005. "The Future of the Internet." Jan. 9, 2005. "A decade of adoption: How the internet has woven itself into American life." Jan. 25, 2005. " Public Awareness of Internet Terms." July 20, 2005. "Broadband Adoption in the United States: Growing but Slowing." Sept. 21, 2005. "Digital Divisions." Oct. 5, 2005. 2005 THE MEDIA • "Look into cyberspace and the picture for journalism seems fractured. There is real hope in the numbers of people who seek news online, particularly the young, a group that shows scant interest in traditional media. The capability of people to get what they want when they want it, and to manipulate it, edit it and seek more depth, could bring a needed revival to journalism. The economic numbers are also growing ‐ and dramatically ‐ each year." (Source: "The State of the News Media: Online Section." Project for Excellence in Journalism, 2005.) • "Blog‐Gate." CJR, Jan./Feb. 2005. • "Generation M: Media in the Lives of 8‐18 Year‐olds." Kaiser Foundation, March 2005. • "Nando Name Fades Away." Bob Stepno's Other Journalism Weblog, March 1, 2005. • "New News' Retrospective: Is Online News Reaching its Potential?." OJR, March 24, 2005. • "Online to the future." Ten year anniversary of the Australian newspaper Web site, "The Age." April 19, 2005. • "Papers Turn to 'Podcasting' In Bid to Draw More Readers." Wall Street Journal, May 13, 2005. • NBC News anchor Brian Williams begins his new blog, The Daily Nightly on May 31, 2005. • News Example: July 7, 2005 ‐‐ "London Bombing." (Source: Poynter's Links to the News) • News Example: August/September 2005 ‐‐ "Hurricane Katrina." (Source: Poynter's Page One Today) • CBS News begins its new blog, Public Eye on Sept. 12, 2005. (Later, on Jan. 3, 2006, ABC World News Tonight anchors Elizabeth Vargas and Bob Woodruff will begin their new blog, The World Newser. Charles Gibson, when he becomes the new anchor, contributes to the blog.) • "Ten Years of Salon" Salon, Nov. 14, 2005 2005 Awards • The 2005 Editor & Publisher EPpy awards (Archived list of winners) • The 2005 Online News Association's Online Journalism Awards (Archived list of winners) (Archived list of finalists) • The 2005 NAA Digital Edge Awards (Archived list of winners) (Archived list of finalists) • 2005 Webby Awards (Archived list of winners) 2005 Statistics • "In 2005, unique visitors to newspaper Web sites represented on average more than one‐ third (46 million) of all Internet users over the course of a month. Unique visitors jumped 21 percent from January 2005 to December 2005, and page views increased by 43 percent over that period." (Source: NAA's The Source) 89 2006 SERVICES & TECHNOLOGY • • • • • The Twitter social networking and microblogging service is founded in March 2006. Newsvine is officially launched in March 2006. "Web 2.0: The new Internet 'boom' doesn't live up to its name." Slate, March 29, 2006. "Legal Guide for Bloggers." Electronic Frontier Foundation, April 20, 2006. "The Video Camera Revised." Walter S. Mossberg and Katherine Boehret, Mossberg Solution, May 3, 2006. (An early version of the Flip Video camera is released by Pure Digital Technologies in 2006.) "The 25 Worst Tech Products of All Time." PC World, May 26, 2006. "Study Finds Computer Usage Trails Only Television Viewing." Aug. 11, 2006. "Websites that changed the world." Guardian Unlimited, August 13, 2006. Publishing company Conde Nast acquires the Reddit social bookmark site in October 2006. "Google To Acquire YouTube for $1.65 Billion in Stock." Google press release, Oct. 9. 2006. Nintento launches its Wii video game console. "Web Inventor Fears for the Future." BBC News, Nov. 2, 2006. "CNBC Special: A history of video game industry." CNBC, Nov. 30, 2006. "Ethan Zuckerman History of the Internet." Posted on YouTube, Dec. 2006. "Social Bookmarking 2006 ‐‐ A Year In Review." The Blog Herald, Dec. 26, 2006. • • • • • • • • • • Additional Resources • Imagining the Internet ‐ Predictions Database. Elon University/Pew Internet and American Life Project. (Additional survey material added in 2006.) • Mozilla Digital Memory Bank. Center for History and New Media, 2006. • Pew Internet & American Life Project Reports: • "Online News: For many home broadband users, the internet is a primary news source." March 22, 2006. "How Americans use their cell phones." April 3, 2006. "The Internet's Growing Role in Life's Major Moments." April 19, 2006. "Home Broadband Adoption 2006." May 28, 2006. "Bloggers: A portrait of the internet's new storytellers." July 19, 2006. "The Future of the Internet II." (with Elon University) Sept. 24, 2006. "Riding the Waves of Web 2.0." Oct. 5, 2006. "The Internet as a Resource for News and Information about Science." Nov. 20, 2006. "Podcast Downloading." Nov. 22, 2006. 2006 THE MEDIA • "...The appeal of the Web is its convenience, interactivity, diversity and control....The biggest questions remain those that touch the bottom line. Online journalism, in 2006, is still young. Like an adolescent, it is learning what it can do. It is even making a little money. But it is still not really paying its own way. And it isn't entirely sure what it will be doing when it grows up." "The State of the News Media: Online Section." Project for Excellence in Journalism, 2006. • "The Best Blogging Newspapers in the U.S.*" NYU, March 2006. • "WSJ.com's 10th Anniversary: Beginning a Second Decade." WSJ.com, May 1, 2006. (See also: "Evolution: The front page, from prototype to today.") • The Christian Science Monitor Web site celebrates its tenth anniversary. June 2006. • "How online journalism got its UK start." Press Gazette, June 2, 2006. • "Slate's 10th Anniversary." Slate, June 18, 2006. • "A Brief History of washingtonpost.com." The Washington Post, June 19, 2006. • "Adapt or Die." AJR, June/July 2006. 90 "10 Years of CBC.ca" CBC.ca, July 2006. "MSNBC @ 10." MSNBC, July 15, 2006. "Fifteen years of the web" BBC, Aug. 5, 2006. "Amateur Hour: Journalism without Journalists." Nicholas Lemann, The New Yorker, Aug. 7, 2006. • "BBC News on the History of the Web." Posted on YouTube, Aug. 10, 2006. • The CBS News with Katie Couric begins simulcasting its program on the Web and creates a new blog on Sept. 5, 2006. (Starting at the end of 2005, broadcasts of the NBC Nightly News with Brian Williams were posted on the Web after 10 pm. At ABC News, World News began streaming a shorter, mid‐afternoon version on the Internet.) • "Newspaper Next: Blueprint for Transformation." American Press Institute, Sept. 2006. • "A fundamental way newspaper sites need to change." Adrian Holovaty, Holovaty.com, Sept. 6, 2006. • "Charting the Online Revolution." A PEJ Roundtable, Sept. 8, 2006. • "Reuters has opened a virtual news agency in the Second Life online world." BBC News, Oct. 16, 2006. (See also: "Reuters/Second Life." The first public demonstration of Second Life took place in 2002.) • "The Roles of Journalists in Online Newsrooms." Medill School of Journalism/ONA, Nov. 2006. • "Now and Then." History of Dallas Morning News Web site, Nov. 3, 2006. • "Time's Person of the Year: You." Time, Dec. 13, 2006. (Intro excerpt: "....for seizing the reins of the global media, for founding and framing the new digital democracy, for working for nothing and beating the pros at their own game, TIME's Person of the Year for 2006 is you.") • "Coverage of the Saddam Hussein Execution and its Aftermath." Poynter Online, Dec. 29, 2006. • "Goodbye Gutenberg." Nieman Reports issue about online journalism and the Web, Winter 2006. • 2006 News Examples: Poynter's "Page One Today": January; February; March; April; May; June; July; August; September; October; November; December. 2006 Awards • The 2006 Editor & Publisher EPpy awards (Archived list of winners) • The 2006 Online News Association's Online Journalism Awards (Archived list of winners) (Archived list of finalists) • The 2006 NAA Digital Edge Awards (Archived list of winners) (Archived list of finalists) • 2006 NPPA Best of Photojournalism: Web Site Winners (Archived list of winners) • 2006 Webby Awards (Archived list of winners) 2006 Statistics • "More than 1,500 North American dailies have their own Web site. Worldwide, the number is 5,000." (NAA's The Source, 2006) • • • • 2007 SERVICES, TECHNOLOGY & SOCIAL • • • • "Web 2.0 ... The Machine is Us/ing Us." Mike Wesch, Posted on YouTube, Jan. 31, 2007. "How the Internet Took Over." USA Today, 2007. We Media Miami Converence. Feb. 7‐9, 2007. "Blog History." Liz Donovan, Behind the News, April 9, 2007. (See also: "Blogs turn 10 ‐‐ who's • • • • • • • • • • • • • • • • • • • • • • • • 91 the father?" Declan McCullagh and Anne Broache, CNET News, March 20, 2007, and Wikipedia's "History of Blogging Timeline.") "Saving Our Digital Heritage." Jim Barksdale and Francine Berman, Washington Post, May 16, 2007. "Knight News Challenge First‐Year Winners Announced." Knight Foundation, May 23, 2007. (See also: list of winners from newschallenge.org and E‐Media Tidbits series index.) "Fiftieth Anniversary of First Digital Image Marked." National Institute of Standards and Technology, May 24, 2007. (See also: a copy of the 1957 first digital image.) Although professional photographers began experimenting with digital photography in 1979, the Associated Press and Kodak introduced the NC2000, the first digital camera specifically designed for photojournalists, in 1994. "VIDEO: Steve Jobs and Bill Gates Interview." All Things Digital conference, May 31, 2007. The Seesmic video discussion site is founded by Loic Le Meur. The Apple iPhone is released on June 29, 2007. (The first iPod was introduced in 2001.) "The Evolution of Web Widgets." Alex Iskold, Read/WriteWeb, July 11, 2007. "Happy Blogiversary." Tunku Varadarajan, Wall Street Journal, July 14, 2007. (See also: "Slideshow: Blogs: Then and Now.") "The history of blogging founding‐myths ‐‐ based solely on what I can remember off the top of my head." Rex Hammock, Rexblog.com, July 15, 2007. "The E Decade: Was I right about the dangers of the Internet in 1997?" David Shenk, Slate, July 25, 2007. "Albuquerque extols its role in PC revolution." Daniel Terdiman, CNET News, July 31, 2007. "See Who's Editing Wikipedia ‐ Diebold, the CIA, a Campaign." John Borland, Wired, August 14, 2007. "Compact disc hits 25th birthday." BBC, August 17, 2007. "Google News Becomes A Publisher." Thomas Claburn, InformationWeek, August 31, 2007. (See also: Google News Blog) "Found in (My)Space. Social networking sites like MySpace and Facebook are valuable sources of information for journalists." Jason Spencer, AJR, Aug./Sept. 2007. "Citizen Media Milestones." J.D. Lasica, Social Media, Sept. 10, 2007. In an online‐only presidential debate and mashup presented by Yahoo! News (in partnership with The Huffington Post and Slate) the eight Democratic candidates field users' questions. Phase one of the online debate was completed on Sept. 12, 2007. "The Latest News Headlines ‐‐ Your Vote Counts." "What would a world in which citizens set the news agenda rather than editors look like? A new PEJ study comparing user‐news sites, like Digg, Del.icio.us, and Reddit, with mainstream news outlets provides some initial answers." Sept. 12, 2007. "Digital 'Smiley Face' Turns 25." MSNBC/AP, Sept. 18, 2007. (See also: "Smiley: 25 Years Old and Never Looked Happier!" Carnegie Mellon University, Sept. 2007) "Looking ahead to the 'iPod moment' for newspapers." Mindy McAdams, Teaching Online Journalism, Sept. 21, 2007. (See also: "Meme: The iPod Moment.") "One Web Day and Tim Berners‐Lee." Posted on YouTube, Sept. 24, 2007. (See also: "Welcome to One Web Day.") "Bloggers in Burma keep world informed during military crackdown." Richard S. Ehrlich, San Francisco Chronicle, Sept. 28, 2007. (See also: e‐mail reports sent to the BBC.) "Information R/evolution." Mike Wesch, Posted on YouTube, Oct. 12, 2007. "2007 Web 2.0 Summit Review: How the Web 2.0 Conference Has Evolved Over 2 Years." Richard MacManus, Read/WriteWeb, Oct. 23, 2007. 92 • "Google Tech Talks: The Web That Wasn't." Alex Wright, Posted on YouTube, Oct. 23, 2007. • "Facebook and Microsoft Expand Strategic Alliance: Two companies expand advertising deal to cover international markets, Microsoft to take equity stake in Facebook." Microsoft, Oct. 24, 2007. • "ICANN Community Thanks Vint Cerf for Extraordinary Efforts." ICANN, Oct. 31, 2007. ("ICANN is responsible for the global coordination of the Internet's system of unique identifiers.) • "MySpace Joins Google's OpenSocial." Mike Shields, Mediaweek, Nov. 5, 2007. (See also: Google's OpenSocial and Fox Interactive Media's Myspace.) • "24 from 94, How Far We've Come." CollegeHumor.com video. Posted on TechCrunch, Nov. 10, 2007. • "The Best Inventions of the Year: Computers." Time Magazine, Nov. 12, 2007. • The Amazon Kindle reading device is introduced on Nov. 19, 2007. (See also: "Amazon Kindle Review: Igniting Interest in E‐Books?" Melissa J. Perenson, PC World, Nov. 20, 2007 and "The joys of curling up with a good digital reading device." Steve Silberman, Wired, July 1998.) • "Giant Global Graph." Tim Berners‐Lee, DIG (Decentralized Information Group), Nov. 21, 2007. (See also: November 2007 CNET video of Berners‐Lee, who created the Web prototype in 1990.) • "Laptops Offer High‐tech Hope in Developing Countries." Jeffrey Brown, PBS Online NewsHour, Nov. 22, 2007. (See also: One Laptop per Child Web site) • "Silicon Valley celebrates Commodore 64 at 25." Daniel Terdiman, CNET News. Dec. 10, 2007. (The Commodore 64 computer was introduced in August 1982. See also: CNET video.) • "Here Comes Another Bubble v1.1." The Richter Scales, Posted on YouTube, Dec. 17, 2007. • "How the Queen became very well connected. In a bid to appeal to the internet generation, the royals launch their own YouTube channel." Caroline Davies, Guardian, Dec. 23, 2007. • "Blogs Celebrate 10th Anniversary." NPR, Dec. 24, 2007. • "A Sad Milestone: AOL To Discontinue Netscape Browser Development." Michael Arrington, TechCrunch, Dec. 28, 2007. (See also: New Media Timeline 1994) • "Kevin Kelly: Predicting the next 5,000 days of the web." Dec. 2007. (Video posted on TED.com.) • Pew Internet & American Life Project Reports: "Tagging." Jan. 31, 2007. "Online Video." July 25, 2007. "Parent and Teen Internet Use." Oct. 24, 2007. "Why We Don't Know Enough About Broadband in the U.S." Nov. 14, 2007. "Digital Footprints." Dec. 16, 2007. "Teens and Social Media." Dec. 19. 2007. 2007 THE MEDIA • "....the Internet as a platform for news continued to expand and mature, with more options offered to citizens than ever before. But with that have come nuances, some shaking out, and signs that not all elements of online news are growing equally." (Source: "The State of the News Media: Online Section." Project for Excellence in Journalism, 2007.) • "Bloggers in the Courtroom a New Twist in Coverage." NPR, Jan. 14, 2007. • "Apple Pro Profile: Washington Post.com." Apple, Feb. 2007. • The Poynter Institute releases some of the results from its EyeTrack07 research study on print and online news reading. March 2007. • "The future of newspapers? Asking the past." Jeff Jarvis, BuzzMachine, March 29, 2007. • "In tragedy, digital media came into its own: Cell phone cameras, blogs, text messages key in early (Va. Tech Shooting) reporting." Mackenzie Carpenter, Post‐Gazette, April 18, 2007. (See also: Poynter's Page One Today) • "Journalism isn't dying, it's reviving." Dan Gillmor, San Francisco Chronicle, June 7, 2007. 93 • "The Point / Journalism's future is in global dialogue." Mark Bowden, The Philadelphia Inquirer, June 17, 2007. • "Playing on TV's Turf: Newspapers are ramping up their online video offerings. Will that endanger local TV news?" Deborah Potter, AJR, June/July 2007. • "The Daily Telegraph Case: Multimedia Newsroom Integration." London, June 26, 2007. Posted on YouTube. • CNN and YouTube host their first presidential candidates debate together. July 23, 2007. • "The iPhone will impact mobile journalism, news consumption." Mark Briggs, Journalism 2.0, July 29, 2007. (See also: "The iPhone Is a Breakthrough Handheld Computer." Walter Mossberg and Katherine Boehret, Wall Street Journal, June 26, 2007) • "Creative Destruction: An Exploratory Look at News on the Internet." Harvard's Joan Shorenstein Center, August 2007. • "Traditional Journalism Job Cuts Countered by Digital Additions." Mark Glaser, MediaShift, August 24, 2007. • "Consent Decree with the Open Web Shuts Down Times Select." Jay Rosen, PressThink, Sept. 18, 2007. • "Don't blame the Internet, or the owners." Steve Yelvington, Yelvington.com, Sept. 28, 2007. • "MarketWatch: Celebrating 10 Years Online." David Callaway, MarketWatch, Oct. 2007. • "Is This the End of News?" Vanity Fair, Michael Wolff, Oct. 2007. • "Your Duty to Read the Paper: If we believe in a future of journalism, we've got to pitch in." Roy Peter Clark, Poynter Online, Oct. 10, 2007. • Online News Association Conference, Oct. 17‐19, 2007. • "Tracking Fire Coverage." Julie Moos, Poynter Online, Oct. 24, 2007. (See also: "CA Wildfires: Watershed Moment for Collaborative Online News?" Amy Gahran, Contentious.com) • "Teaching Journalism in the Digital Age." Nieman Reports, Fall 2007. • "Remarks by Tom Curley, President of AP." Knight‐Bagehot Dinner, Nov. 1, 2007. • "A Cautionary Tale for Old Media." Steve Hamm, BusinessWeek, Nov. 5, 2007. (See also: Reporter's Journal slide show.) • "Multimedia News." Peter Horrocks, BBC News: The Editors, Nov. 12, 2007. (Linked to from: "BBC News reorganizes into multimedia newsroom." Jonathan Dube, CyberJournalist, Nov. 15, 2007.) • "A Look Back from 2018." Howard Finberg, Poynter Online, Nov. 14, 2007. • "Shocker: A Few Students Still Read Print Newspapers." Steve Outing, E‐Media Tidbits, Nov. 14, 2007. • "Data as journalism, journalism as data." Rich Gordon, Readership Institute, Nov. 14, 2007. • "Doonesbury takes aim at MSM political reporters who blog." Romenesko, Nov. 19, 2007. (Links to Howard Kurtz's "Media Backtalk" and Doonesbury@Slate.) • "ABC News Joins Forces With Facebook. New Facebook Application Includes 2008 Presidential Campaign Reporting, Forums." ABC News, Nov. 26, 2007. • "10 MediaShifting Moments of 2007." Mark Glaser, MediaShift, Dec. 21, 2007. • "Read All About It: How newspapers got into such a fix, and where they go from here." Paul E. Steiger, Wall Street Journal, Dec. 29, 2007. • 2007 News Examples: Poynter's Page One Today ‐ January; February; March; April; May; June; July; August; September; October; November‐December. 2007 Awards • The 2007 Editor & Publisher EPpy awards (Archived list of winners) • The 2007 Online News Association's Online Journalism Awards (Archived list of winners) 94 • The 2007 NAA Digital Edge Awards (Archived list of winners) • 2007 Webby Awards (Archived list winners) • 2007 APME Online Convergence Awards – Washington Post, Roanoke Times, Lawrence Journal‐World • 2007 SND.ies Awards (Press release PDF) 2008 SERVICES, TECHNOLOGY & SOCIAL • "15 Years of Wired: A Look Back." Wired, Jan. 1, 2008. (The magazine was started in 1993 and the Web site in 1994.) • "Iowa Caucuses Blanketed by Twitter, Blogs, Video." Mark Glaser, MediaShift, Jan. 3, 2008. • "Consumer Electronics Show 2008." PC Magazine, Jan. 6, 2008. (See also: "Bill Gates Keynote." Microsoft, Jan. 6. 2008.) (Gates and Paul Allen founded Microsoft in 1975.) • "Campaign Coverage for the Digerati." 2008 Technology Voters' Guide. News.com Special Coverage. • The White House begins its first blog. Jan. 2008. (See also: Jan. 16 post from President George W. Bush.) (The White House Web site started in 1994.) • MacWorld Keynote by Steve Jobs, Apple, Jan. 15, 2008. (Jobs and Steve Wozniak introduced their first computer in 1976.) • "Launching EveryBlock." (Interview with Adrian Holovaty) Al Tompkins, Jan. 23, 2008. (See also: "In memory of chicagocrime.org." Adrian Holovaty.com, January 31, 2008.) • "Microsoft Offers to Buy Yahoo for $44.6 Billion." Ari Levy and Dina Bass, Bloomberg.com, Feb. 1, 2008. (See also: "Microsoft's $44.6 Billion Offer to Yahoo." CNBC.com, Feb. 1, 2008.) (David Filo and Jerry Yang started Yahoo in 1994.) • "Feb 5, 2008: the day Super Tuesday became the 'Mashup Election'." Paul Bradshaw, Online Journalism Blog, Feb. 6, 2008. (Radio was the new wireless technology in the 1924 presidential election.) • "A Heartfelt, YouTube‐Based Wake for Polaroid Photography." PC World, Feb. 8, 2008. • "The Coming Ad Revolution." Esther Dyson, Wall Street Journal, Feb. 11, 2008. (Dyson was founding chair of the Internet Corporation for Assigned Names and Numbers in 1998.) • "Online Tributes Memorialize Northern Illinois University Shooting Victims." Jenna Wortham, Underwire, Feb. 15, 2008. (See also: "School Shootings 1997‐2008") • "HD DVD: Just another brick in the wall of defunct formats." Steve Guttenberg, C/Net Audiophiliac, Feb. 19, 2008. • "Twitter." Jeff Jarvis, BuzzMachine, Feb. 25, 2008. (The Twitter microblogging service was founded in 2006.) • "Electric Minds ‐‐ the future of the Web (circa 1996)." Howard Rheingold, Smart Mobs, March 17, 2008. • "Camcorder Brings Zen to the Shoot." David Pogue, The New York Times, March 20, 2008. (Pure Digital Technologies released an early version of the Flip Video camera in 2006.) • "2008 is the year of gaming." Don Reisinger, CNET News, April 15, 2008. • "Web 2.0 debates internet's future." Maggie Shiels, BBC News, April 26, 2008. • "Craig (of the List) Looks Beyond the Web." Noam Cohen, The New York Times, May 12, 2008. • "China's Earthquake: The Twitter Story." Fons Tuinstra, E‐Media Tidbits, May 12, 2008. • "Knight News Challenge 2008 Winners." May 14, 2008. • "Spielberg pops up on Seesmic." Jemima Kiss, PDA: The Digital Content Blog, May 17, 2008. (Loic Le Meur founded the Seesmic video discussion site in 2007.) • "News unfiltered: YouTube embraces citizen journalism." David Chartier, ars technica, May 95 20, 2008. • "D: All Things Digital" Media and Technology Conference. Hosted by The Wall Street Journal's Walt Mossberg and Kara Swisher. May 27‐29, 2008. • "Who Will Rule The New Internet?" Josh Quittner, Time Magazine, June 4, 2008. • "How new media affected Clinton campaign." Joe Garofili, San Francisco Chronicle, June 6, 2008. • "Will you read Microsoft's obit here?" Bill Virgin, Seattle Post‐Intelligencer, June 9, 2008. • "Tech's 15 turning points." Neil McAllister, InfoWorld, June 10, 2008. • "Will 3G iPhone Help Push Geo‐Based News?" Paul Lamb, Idea Lab, June 10, 2008. • "The Web Time Forgot." Alex Wright, The New York Times, June 17, 2008. • "From ARPANET to Blogging." The Newseum's Paul Sparrow gives a brief history of the Internet. (Video posted on the Newseum's Web site.) • "Mobile Web Reaches Critical Mass." BBC News, July 10, 2008. • "Is Google Making Us Stupid?" Nicholas Carr, Atlantic Monthly, July/August 2008. • "Do Social Networks Bring the End of Privacy?" By Daniel J. Solove, Scientific American, August 2008. • "Dems' Convention will be Online Media's Party." By Richard Siklos, Fortune, August 22, 2008. • "Facebook Hits 100 Million Users." By Marshall Kirkpatrick, ReadWriteWeb, August 25, 2008. • "The Best 2008 Political Convention Coverage Online." By Mark Glaser, MediaShift, August 28, 2008. • "Palin's Wikipedia Entry Gets Overhaul." By Yuki Noguchi, NPR, August 29, 2008. • "Chrome: It's not a browser, it's the first web OS." By Steve Yelvington, Yelvington.com, Sept. 2, 2008. • "Tag Clouding the RNC." By Al Tompkins, Al's Morning Meeting, Sept. 4, 2008. (See also: Video about building a Tag Cloud.) • "Google: You've Come a Long Way, Baby!" By Lance Ulanoff, PC Magazine, Sept. 7, 2008. In September 1998 the Google company opened its office in Menlo Park, California. Google.com was still in beta. (See also: Google Milestones and Google 10th Birthday.) • "Blog History 101: Scott Rosenberg Traces the Blogosphere's Origins." By Simon Owens, MediaShift, Sept. 22, 2008. • "RNC 08 Report Preserving Tweets for History's Sake." By Maryn McKenna, E‐Media Tidbits, Oct. 15, 2008. • Web 2.0 Summit 2008. Nov. 5‐7, 2008. • "Barack Obama's use of social media." By JD Lasica, Social Media, Nov. 15, 2008. • "IBM Study Shows Consumers Will Accept New Forms of Advertising If Companies Follow Their Rules." IBM, Nov. 17, 2008. • "Breaking News Online: A Short History and Timeline." By Mindy McAdams, Nov. 29, 2008. • "The mouse hits 40‐year milestone." By Mark Ward, BBC News, Dec. 9, 2008. • Pew Reports: "Increased use of video‐sharing sites." Jan. 9, 2008. "A Portrait of Early Adopters." Feb. 21, 2008. "Mobile Access to Data and Information." March 5, 2008. "Writing, Technology and Teens." April 24, 2008. "The Internet and the 2008 Election." June 15, 2008. "Key News Audiences Now Blend Online and Traditional Sources." August 17, 2008. "Podcast Downloading 2008." August 28, 2008. "Networked Workers." Sept. 24, 2008. "Networked Families." Oct. 19, 2008. "When Technology Fails." Nov. 16, 2008. "Obama's Online Opportunities." Dec. 4, 2008. "The Future of the Internet III." (with Elon University) Dec., 2008. "The Internet's Role in Campaign 2008." Apr. 15, 2009 (See also: Full Report) 96 2008 THE MEDIA • "After a decade of high hopes, there are increasing concerns about the Web's ability to meet the news industry's financial challenges." (Source: "The State of the News Media: Online Section." Project for Excellence in Journalism, 2008.) • ABC News and Facebook sponsor the Republican and Democratic New Hampshire presidential primary debates on Jan. 5, 2008. • "Introducing... the new nightly.msnbc.com." Brian Williams introduces the redesigned NBC Nightly News Web site. Jan. 9, 2008. (NBC created their first Web site in 1995.) • 'Getting Smart About News Podcasts.' Amy Gahran, Contentious.com, Jan. 23, 2008. • "Anatomy of a local breaking news story." (Las Vegas Sun online coverage of the Monte Carlo hotel fire) Rob Curley, Jan. 26, 2008. • CBS News anchor Katie Couric introduces a new CBS YouTube channel. Posted on YouTube, Feb. 1, 2008. (A CBS station tested a videotex interactive system in 1982.) • "Facebook: The rival to newswire services everywhere?" Helen Walters, Next/BusinessWeek.com, Feb. 6, 2008. (Mark Zuckerberg launched Facebook in 2004.) • The Tribune, Gannett, Hearst and New York Times companies announce the creation of the quadrantONE online ad network on Feb. 15, 2008. (In 1995 a consortium of newspaper companies called the New Century Network was formed. It closed in 1998.) • "Newspaper Next 2.0 ‐‐ Making the Leap Beyond Newspaper Companies." American Press Institute, Feb. 2008. • "We Media/Zogby Interactive poll." "...the online survey documented the shift away from traditional sources of news, such as newspapers and TV, to the Internet." Feb. 27, 2008. • "Wikipedia in the Newsroom." Donna Shaw, AJR, Feb./March 2008. (Wikipedia formally began in 2001.) • "Where's the Innovation in Business Models?" Chris O'Brien, Idea Lab, March 13, 2008. • "Dusting Off the Archive for the Web." Richard Perez‐Pena, The New York Times, March 17, 2008. • "Out of Print: The Death and Life of the American Newspaper." Eric Alterman, The New Yorker, March 31, 2008. • "Google Earth, New York Times Team Up." Leslie Rule, Idea Lab, April 13, 2008. • "Can Newspaper Classifieds Really Be Saved?" Steve Outing, ReinventingClassifieds.com, April 18, 2008. • "CBS Corporation to Acquire CNET." CBS, May 15, 2008. • "The Newspapers: Rating The Top 25 Newspaper Websites." Douglas A. McIntyre, 24/7 Wall St, June 3, 2008. • "Sad News About Tim Russert Broken By Wikipedia?" Jon Fine, BusinessWeek, June 13, 2008. (See also: NBC/MSNBC coverage about Tim Russert) • "Murky Boundaries: What are the guidelines for the personal blogs of journalists who work for mainstream news organizations?" Kevin Rector, AJR, June/July 2008. • "Guardian Media Group Buys paidContent for $30 Million." Kara Swisher, All Things Digital, July 11, 2008. • "Some thoughts on the Twitter/iPhone reporting experiment." Etan Horowitz, OrlandoSentinel.com, July 14, 2008. • "Moving to Mobile." NAA, July 2008. • "TV Networks Rewrite the Definition of a News Bureau." Brian Stelter, The New York Times, August 12, 2008. • "Politics and the New Media." Nieman Reports, Summer 2008. 97 • "Handheld Headlines: News organizations are embracing content aimed at cell phones and other mobile devices as part of their survival strategy in the digital age." Arielle Emmett, AJR, August/Sept. 2008. • "Bringing history online, one newspaper at a time." By Punit Soni, Official Google Blog, Sept. 8, 2008. (See also: "Google raising newspaper morgues from the dead." By Stephen Shankland, CNET News, Sept. 8, 2008.) • Online News Association Conference, Sept. 11‐13, 2008. • "A No‐Paper Newspaper." By Daniel McGinn, Newsweek, Sept. 15, 2008. • "Train Crash Leads LA Times to Create Django Database on Deadline." By Chip Scanlan, Chip on Your Shoulder, Sept. 18, 2008. • "Newspapers' Web Revenue Is Stalling." By Stephanie Clifford, The New York Times, Oct. 12, 2008. • "Blogging journalists: survey results pt.1: context and methodology." By Paul Bradshaw, Online Journalism Blog, Oct. 14, 2008. • Video: "The Future of Journalism" Panel Discussion. Christian Science Monitor, Nov. 6, 2008. (See also: "Monitor shifts from print to Web‐based strategy." CSM, Oct. 28, 2008.) • "Election Day Homepage Highlights." By Howard Finberg, Poynter Online, Nov. 5, 2008. • "SAJA Coverage of Mumbai Attacks." SAJA Forum, Nov. 27, 2008. • "Pulitzer Prizes Broadened to Include Online‐Only Publications." Pulitzer.org, Dec. 8, 2008. (See also: "Pulitzers Open to Online‐Only Entrants ‐‐ But Who Qualifies?" By Simon Owens, MediaShift, Dec. 12, 2008. • "Following Blagojevich Arrest on Twitter, News Sites." By Ellyn Angelotti, Poynter Online, Dec. 9, 2008. • "Online news is immediate and exciting." By Mike Wendland, Detroit Free Press, Dec. 17, 2008. • 2008 News Examples: Poynter's Page One Today ‐ January; February; March‐April; May‐June; July‐August; Sept.‐Oct.; Nov.‐Dec. 2008 Awards • 2008 NAA Digital Edge Awards (Archived list of winners) • Sigma Delta Chi Award Winners (Archived list of winners) • 2008 Editor & Publisher EPpy awards (Archived list of winners) • 2008 Webby Awards (Archived list winners) • 2008 Online News Association's Online Journalism Awards (Archived list of winners) (Archived list of finalists) 5. People to know This selection of “people to know” will give you a starting point from which to build your own set of thought leaders whose advice you follow daily through the monitoring of social media and other sources. They may discuss new theories or propose new “laws.” This sample startup list includes big names and “small” ones. You will come to know whose wisdom best fits your needs and you will add many names and drop some from this group. Becoming active on microblogging networks and then “following” the people 98 who the people you respect are following is a great way to become more informed. The point is to get started now. Jump into the mindstreaming and enjoy expanding your own. Chris Anderson – Wired editor, author of The Long Tail and Free: The Future of a Radical Price. (It is Time to Manage for Abundance, Not Scarcity – Chris Anderson in Wired: http://www.wired.com/techbiz/it/magazine/17‐07/mf_freer). Seth Godin – Popularized the idea of “permission marketing” – well known speaker and writer on uses of interactive media in strategic communications. Brian Solis – Principal of FutureWorks, a PR and New Media agency in Silicon Valley. Bill Buxton – Pioneer in human‐computer interfaces and author of Sketching User Experiences: Getting the Design Right and the Right Design. Jesse James Garrett – The co‐founder of Adaptive Path, a user experience and strategy firm, he co‐founded the Information Architecture Institute and coined the term “Ajax.” Ben Shneiderman – HCI expert and author of Designing the User Interface: Strategies for Effective Human‐Computer Interaction (5th ed. 2009) http://www.awl.com/DTUI/ Steve Rubel – PR executive and blogger, see http://www.steverubel.com/why‐a‐ lifestream‐and‐not‐a‐blog‐1‐in‐a‐stream ‐ his views on scanning horizon for next thing. Richard MacManus – The founder of ReadWriteWeb, among the top 20 blogs worldwide. Chris Carfi – The founder of Cerado Inc., a customer strategies company. His blog, The Social Customer Manifesto, has the slogan “Participate, there are no spectators any more.” BL Ochman – Social media strategist whose WhatsNextBlog tracks some trends. Garr Reynolds – Creator of Presentation Zen and a leading advocate of the “BrandYou” movement underway since the late 1990s. Edward Tufte – A preeminent evangelist for information visualization. A professor emeritus at Yale, his site is http://www.edwardtufte.com/tufte/. Stephen Few – The man behind the agency Perceptual Edge, he is an expert on information visualization. Henry Jenkins – Expert on media and culture. Formerly of MIT, now at University of Southern California. Author of Convergence Culture. Lev Manovich – A new media theorist best known for the book The Language of New Media. Howard Rheingold – Expert on online communities and author of Smart Mobs. Donald A. Norman – Expert of cognitive and computer science who coined the three levels of processing experience: Reflective; Behavioral; Visceral – about initial impact. 99 Cindy Chastain proposed the New Elements of User Experience: “tangible” elements ‐ function, performance and ease of use, and “intangible” elements ‐ beauty, emotion and meaning. She says the “Story Frame” should define the product, service or system. Dana Chisnell writes Usability Testing blog: http://usabilitytestinghowto.blogspot.com/ Tim O’Reilly – Founder of O’Reilly media, originated the term Web 2.0, supporter of free software and open source movements. Jonathan Harris – Internet artist and designer who has been honored as a “young global leader” by the World Economic Forum. Work aims to “explain the human world.” http://www.ted.com/talks/jonathan_harris_tells_the_web_s_secret_stories.html John Maeda – Graphic designer and computer scientist named one of the 21 most important people in the 21st century by Esquire magazine. Working on SIMPLICITY, a research project to help people in an age of complexity. Author of Simplicity. Nicholas Negroponte – Founder of MIT’s Media Lab and the One Laptop Per Child project. Former columnist for Wired and author of Being Digital. To follow theories, also seek out industry and research groups Communications organizations create their own networks of practitioners who pursue and test theories. These organizations hold conferences showcasing the latest research in each field and they publish peer-reviewed and cutting-edge content about theories and tactics. Two of the finest resources for academic‐style research about the online world are the Association of Internet Researchers (AoIR ‐ http://aoir.org/) and the Social Science Research Network (SSRN ‐ http://www.ssrn.com/). In addition, the Pew Internet & American Life Project is a top go‐to research site for statistics on US use and trends (http://www.pewinternet.org). Other individuals are working to compile outstanding research link sets – an example is danah boyd’s social networking research list and her microblogging list ‐ http://www.danah.org/SNSResearch.html http://www.danah.org/TwitterResearch.html. Smart interactive media professionals make it a habit to scope out all of the organizations tied to their interests in the realms of communications, computation, digital art, digital media, user experience, human-computer interaction and interactive design to find and get active in those most likely to offer them valuable information and personal networking opportunities. New opportunities are popping up all the time. Who knows? Maybe you will found such an organization yourself this year or very soon in this time of perpetual change and opportunity for innovation. 100 5. Resources for interactive communications thinking… Great online glossary http://www.netlingo.com/ Top interaction design must‐reads – a list from the professionals http://web‐design.alltop.com/ news search‐aggregator site can glean fresh reads for you daily – also use other search terms, such as interactive, etc. to get other results, go to http://alltop.com to start Johnny Holland magazine online http://johnnyholland.org/ an open collective exploring the interactions of experience design Smashing Magazine more amazing content on design OMMA: The Magazine of Online Media, Marketing & Advertising OMMA’s top online publishers list is figured by using RPUU, annual revenue and share divided by number of unique users – PDF with Top Online Publishers list ‐ http://www.mediapost.com/images/chart_onlinepublishers.pdf Observing the User Experience by Mike Kuniavsky. He works at Adaptive Path. At the Heart of Interaction Design by Lauralee Alben http://www.albenfaris.com/publications/pub_heart.shtml Interaction Design History in a Teeny Little Nutshell by Marc Rettig http://www.slideshare.net/mrettig/interaction‐design‐history http://gettingreal.37signals.com/toc.php First Principles of Interaction Design, Bruce Tognazzini http://www.asktog.com/basics/firstPrinciples.html A Software Design Manifesto, Mitch Kapor http://hci.stanford.edu/bds/1‐kapor.html Affordances and Design, Don Norman http://jnd.org/dn.mss/affordances_and_design.html Good Design in the Digital Age, Richard Buchanan http://id.bobulate.com/readings/gooddesign.pdf The Computer for the 21st Century, Mark Weiser 101 http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html UX Zeitgeist: http://www.rosenfeldmedia.com/zeitgeist/ Observing the User Experience by Mike Kuniavsky. He works at Adaptive Path. On the ground running: Lessons from experience design, Adam Greenfield http://speedbird.wordpress.com/2007 /06 /22 /on ‐the ‐ground ‐running ‐lessons ‐from ‐experience ‐design / Insanely Great, Or Just Good Enough? by Dan Hill http://www.cityofsound.com/blog/2004/02/insanely_great_.html This is My Process, Michael Bierut http://www.designobserver.com/archives/entry.html?id=17485 The Tug of the Newfangled Slot Machines, Gary Rivlin http://www.nytimes.com/2004 /05 /09 /magazine /09SLOTS.html?pagewanted=all &position= Jensen Harris' Office 2007 Blog (treat it as one long article) http://blogs.msdn.com/jensenh/default.aspx http://www.uigarden.net/english /crafting ‐a ‐user ‐research ‐plan http://www.uigarden.net/english /crafting ‐a ‐user ‐research ‐plan ‐part ‐ii Ten Ways to Kill Good Design by Kim Goodwin http://www.cooper.com/journal /2004 /12 /ten _ways _to _kill _good _design.html The Design of Everyday Things, by Don Norman: http://mitpress.mit.edu/catalog /item /default.asp?tid=5393 &ttype=2 The Inmates Are Running the Asylum, by Alan Cooper: http://books.google.com/books?id=04cFCVXC_AUC&dq=the Information Visualization, by Colin Ware: http://books.google.com/books?hl=en &lr= &id=2ZlORD5hX7QC &oi=fnd &pg=PR15 &dq= "Ware " Books or articles (printed, journals, blogs, online magazines) that provide good coverage of analysis of research data. The references received to‐date have been compiled here: http://www.meld.com.au/2009 /04 /analysis ‐of ‐design ‐research ‐data ‐resource ‐list 102 Helpful article from the online publication Johnny Holland: http://johnnyholland.org/magazine /2009 /02 /deconstructing ‐analysis ‐techniques / Foundations of Interaction Design, David Malouf http://www.boxesandarrows.com/view/foundations‐of "Bringing More Science to Persona Creation." http://www.uxmatters.com/mt /archives /2006 /04 /my ‐ia ‐summit ‐2006 ‐experience ‐ part ‐3 ‐the ‐conference ‐day ‐2.php Michael Hawley's column, Research That Works. You'll find a list of all UXmatters articles on user research here: http://www.uxmatters.com/topics/user‐research/ The CHI 2007 Workshop "Beyond Current User Research: Designing Methods for New Users, Technologies, and Design Processes" includes a good bibliography: http://portal.acm.org/citation.cfm?id=1241097 Laurel, Brenda. Design Research: Methods and Perspectives. http://books.google.com/books?id=xVeFdy44qMEC ‐ A great selection of articles on design research, not all of them on data analysis. Nice overview of Ubiquitous Computing (with PDFs). http://www.ics.uci.edu/~jpd/ubicomp/ Understanding “everyware.” http://www.studies‐observations.com/everyware/ Another list of top information… Axis Maps Blog http://www.axismaps.com/blog/feed/ Ben Fry’s Processing http://www.processing.org/ Bestica Blog: http://bestica.com/blog.aspx IxD, UX, AI and HCI Calendar http://www.interaction‐design.org/calendar/printerfriendly.html Chart Porn http://chartporn.org/feed/ Check Facebook http://www.checkfacebook.com/ 103 Cool Infographics http://coolinfographics.blogspot.com/feeds/posts/default Dataspora Blog http://dataspora.com/blog/feed/ DataViz http://dataviz.tumblr.com/rss DensityDesign | Communication Design & Complexity http://www.densitydesign.org/feed/ Digital Buzz http://www.digitalbuzzblog.com/ Diseño de información http://disenodeinformacion.blogspot.com/feeds/posts/default dMultimedia http://dmultimedia.blogspot.com/feeds/posts/default EagerEyes.org http://eagereyes.org/atom/feed FlowingData http://feeds.feedburner.com/FlowingData Golden Section Graphics News http://goldensectiongraphics.blogspot.com/feeds/posts/default IBM’s Many Eyes https://manyeyes.alphaworks.ibm.com/manyeyes/ iGraphics explained http://igraphicsexplained.blogspot.com/feeds/posts/default Impact Visuel http://www.impactvisuel.net/feed InfoDesign: Understanding by Design http://www.informationdesign.org/index.rdf Infographics news http://infographicsnews.blogspot.com/feeds/posts/default information aesthetics http://infosthetics.com/atom.xml Innovative Interactivity http://www.innovativeinteractivity.com/feed/ Internaction‐design.org http://www.interaction‐design.org/ Interactions magazine, by ACM http://interactions.acm.org/ Interfaces Magazine http://www.bcs‐hci.org.uk/about/interfaces InteractiveNarratives.org http://interactivenarratives.org/?option=rss Jorge Camoes’ Charts http://charts.jorgecamoes.com/feed/ Junk Charts http://junkcharts.typepad.com/junk_charts/atom.xml Kelso’s Corner http://kelsocartography.com/blog/?feed=rss2 Making Maps: DIY Cartography http://makingmaps.net/feed/ nicolasrapp.com http://nicolasrapp.com/?feed=rss2 Pointy Haired Dilbert Charting and Excel Tips ‐ http://chandoo.org/wp/management‐dashboards‐excel/ Sankey Diagrams http://www.sankey‐diagrams.com/feed/ Serial Consign http://serialconsign.com/rss.xml Simple Complexity http://simplecomplexity.net/feed/ Stat. Graphics Data Visualization http://statisticalgraphics.blog.com/atom/ Statistical Graphics and more http://www.theusrus.de/blog/?feed=rss2 Statistical Modeling, Causal Inference, and Social Science http://www.stat.columbia.edu/~cook/movabletype/mlm/atom.xml Strange Maps http://strangemaps.wordpress.com/feed/ Subtraction.com http://feeds.feedburner.com/subtraction vi.sualize.us/jvetrau http://vi.sualize.us/rss/jvetrau/ Visual Think Map http://feeds.feedburner.com/VisualThinkMap visualcomplexity.com http://feeds2.feedburner.com/visualcomplexity VisualMente http://visualmente.blogspot.com/feeds/posts/default VizThink Blog http://feeds2.feedburner.com/VizthinkBlog WallStats.com The Art of Information http://www.wallstats.com/blog/feed/ Well‐formed data http://feeds.feedburner.com/well‐formed_data WSJ Graphics http://infographics.tumblr.com/ Website award sites http://www.website-awards.net/ 104 http://www.webaward.org/ http://www.standoutawards.com/ http://www.worldbestwebsites.com/ http://www.dopeawards.com/ http://websitedesignawards.com/ http://www.creativewebsiteawards.com/ http://www.designlicks.com/ http://styleboost.com/ http://www.designmeltdown.com/ http://www.thebestdesigns.com/ http://www.thefwa.com/ http://www.webbyawards.com/ General research links Advertising Age Magazine All About Market Research Alltop (All the top Market Research news) ‐ Guy Kawasaki's weblink site Brandweek Electronic Statistics Textbook eMarketer – Research and statistics on digital marketing and media Federal Reserve Economic Research & Data FedStats – Links to statistics from 100+ federal agencies FTC ‐ Federal Trade Commission GreenBook Research Directory Harvard University's Joint Center for Housing Studies Marketing Charts Market Research Space Market Research World Melissa Data MRWeb ‐ The Marketing Research Industry Online PR Newswire 105 Quirk’s Marketing Research Review ResearchInfo.com ‐ Includes active MR discussion board Research Talk Roper Center for Public Opinion Research Statistics Canada The Pew Research Center Wharton School of Business marketing research publications Universal Currency Converter Demographics links CIA World FactbooK City Population ‐ Population information on cities of the world Ersys.com ‐ Information on over 2,600 U.S. cities (including demographics, economics, housing, media) Hispanic Magazine Hispanic PR Wire MPA (Magazine Publishers of America) ‐ Profiles of several demographic subgroups (African American, Hispanic American, Asian American, teens) U.S. Census Bureau Research/marketing organizations AAF (American Advertising Federation) AAPC (The American Association of Political Consultants) AAPOR (American Association for Public Opinion Research) AIR (Association for Institutional Research) AMA (American Marketing Association) AMAI (Asociacion Mexicana de Agencies de Investigacion) ARF (Advertising Research Foundation) CAMRO (Canadian Association of Marketing Research Organizations) CASRO (The Council of American Survey Research Organizations) CMOR (Council For Marketing and Opinion Research) ‐ Merged with MRA ESOMAR (The World Association of Research Professionals) IAB (Interactive Advertising Bureau) ‐ http://www.iab.net/ IIR (Institute for International Research) MRA (Marketing Research Association) MRGA (Market Research Global Alliance) 106 107 MRS (The Market Research Society) MRSA (Market Research Society of Australia) NCPP (National Council on Public Polls) QRCA (Qualitative Research Consultants Association) WAPOR (World Association for Public Opinion Research) B2B statistics groups EDGAR ‐ The U.S. Securities and Exchange Commission’s database of company filings SBA (U.S. Small Business Administration) The Conference Board ‐ Business statistics, economic forecasting U.S. Department of Labor’s Bureau of Labor Statistics Yet another list of top information… BOOKS UX Primer The Design of Everyday Things by Don Norman Don’t Make Me Think by Steve Krug Design Thinking Sketching User Experiences by Bill Buxton Emotional Design: Why We Love (or Hate) Everyday Things by Don Norman The Inmates Are Running the Asylum by Alan Cooper Strategy Subject To Change by Peter Merholz, Todd Wilkens, Brandon Schauer, and David Verba Process The Elements of User Experience by Jesse James Garrett About Face 3 by Alan Cooper, Robert Reimann, and David Cronin A Project Guide to UX Design by Russ Unger and Carolyn Chandler 108 Principles Designing for the Social Web by Joshua Porter Designing Interfaces by Jenifer Tidwell Designing Visual Interfaces by Kevin Mullet Information Architecture for the World Wide Web (the Polar Bear book) by Louis Rosenfeld and Peter Morville Information Architecture: Blueprints for the Web by Christina Wodtke and Austin Govella Designing Web Navigation by James Kalbach Web Form Design by Luke Wroblewski Activities Usability Engineering by Jakob Nielsen Handbook of Usability Testing by Jeffrey Rubin and Dana Chisnell Observing the User Experience by Mike Kuniavsky Documentation Communicating Design by Dan Brown Extra Credit Set Phasers on Stun: And Other True Tales of Design, Technology, and Human Error by S. M. Casey User‐experience blogs Konigi by Michael Angeles Tips, tools and techniques for being a better user experience designer Disambiguity by Leisa Reichelt The ins and outs of designing a product with an existing, and passionate, community EverydayUX by Alex Rainert A fresh look at the world around us through UX‐tinted glasses 109 Graphpaper by Christopher Fahey Critical analysis of some of the toughest issues facing UX designers today inspireUX by Catriona Cornett Cubical‐wall worthy quotations from a variety of practitioners on how and why to create positive user experiences Bokardo – Social Design by Joshua Porter For everything you need to consider when designing socially‐focused stuff Logic + Emotion by David Armano Reusable visualizations and valuable synthesis at the intersection of user experience design, marketing and business Putting People First by Experientia A great resource for all things UX from around the globe Brain Sparks by User Interface Engineering (UIE) Inside the brilliant minds of user research pioneer Jared Spool and his team Design for Service by Jeff Howard Insights into all the ways companies need to be communicating with their customers, outside of their websites UX Booth by Redd Horrocks, Matthew Kammerer, David Leggett, and Andrew Maier A group blog written by up‐and‐coming designers and developers with fresh perspectives on user experience design. They represent the next generation of our community RF Voices, Left Brain, Right Brain, Ethics Blog four different blogs by folks at Ruder Finn People at a top‐notch full‐service agency offer insights on its four streams of blogging. Conversation Agent by Valeria Maltoni Connecting ideas and people – how talk can change our lives – highly connected – check out all of the right‐side links to find a lot of good information from others as well. 110 User‐experience publications Boxes and Arrows Journal dedicated to discussing, improving and promoting the work of the information architecture community interactions Magazine including timely articles, stories, and content related to the interactions between experiences, people, and technology, published by the Association for Computing Machinery UXmatters Insights and inspiration for the user experience community written by many distinguished practitioners Core77 Industrial Design content and community site – articles, discussions, interviews and resources Events UX Book Club IxDA chapters UPA chapters IAI Local Groups SIGCHI chapters User Experience Meetups Information Architecture Meetups Lots more events listed at UXnet.org Organizations Information Architecture Institute (IAI) Interaction Design Association (IxDA) Usability Professionals Association (UPA) 111 User Experience Network (UXnet) Special Interest Group – Computer Human Interaction (ACM/SIGCHI) Mailing lists IxDA mailing list IAI mailing list NYCCHI mailing list SIGCHI in other cities Webinars UIE’s Virtual Seminars A monthly series of online seminars giving you the chance to hear the latest perspectives in the world of design from the field’s premier experts. $129 each. 90 minutes. Rosenfeld Media’s Future Practice Webinars The cutting edge of contemporary user experience research and design methods and practices. $99 each. 60 minutes. Adaptive Path’s Virtual Seminars $129 each. 75 minutes. Smart Experience online material Workshops UIE Roadshow In this full‐day, in‐depth seminar you’ll discover the key experience‐design factors, analyze your team’s strengths and weaknesses, create an experience vision, and learn the role of delight. AdaptivePath’s UX Intensive This four‐day workshop series is for experienced professionals wanting to take their 112 practice to the next level. Cooper U A practical collection of courses that help product team members improve their effectiveness from early planning all the way through implementation. Conferences Inspirational Good Experience Live (GEL) A conference and community exploring good experience in all its forms — in business, art, society, technology, and life. IDEA Conference The world’s foremost thinkers and practitioners sharing the big ideas that inspire, along with practical solutions for the ways people’s lives and systems are converging to affect society. Adaptive Path’s Managing Experience (Mx) Thought leaders from major corporations show you how smart and visionary management will help you successfully compete in a difficult economy. Practical UIE’s User Interface Conference Examining the biggest issues in the world of web design, information architecture, and usability. NN/g’s Usability Week A three‐day usability camp, a three‐day intensive session on interaction design, and several specialized, day‐long tutorials on core usability topics. Come for as few or as many days as you want. UPA Tutorials, workshops, Experienced Practitioners program, then two and a half days packed with presentations, Idea Markets, and opportunities to network with other user 113 experience professionals. Mixed IxDA Interaction Conference Three days of inspirational and tactical sessions geared at anyone who practices Interaction Design, as well as a day of pre‐conference workshops. IA Summit The premier gathering place for information architects and other user experience professionals. Two days of pre‐conference sessions, two keynotes and over 50 presentations. Adaptive Path’s UX Week A mix of inspiring talks from recognized thought leaders and hands‐on workshops delivering takeaway skills, this event delivers for user experience professionals at all levels — directors, managers, and practitioners. UIE’s Web App Summit The four‐day Summit includes two days of intensive full‐day workshops and two more days of featured presentations from world‐renown experts, to give you fresh perspectives and new insights on today’s web app design challenges. UX Australia 3‐day user experience design conference, with inspiring and practical presentations, covering a range of topics about how to design great experiences for people. UX London A unique three‐day event combining inspirational talks with in‐depth workshops presented by some of the industry’s biggest names. Academic ACM’s CHI The premier international conference for the field of human‐computer interaction. 114 Schooling Human Computer Interaction Human Computer Interaction Institute at Carnegie Mellon University Master of Science in Information – HCI Specialization at University of Michigan Interaction Design Master of Design in Interaction Design at Carnegie Mellon University Master of Fine Arts in Interaction Design at School of Visual Arts Undergraduate minor in Interaction Design at Savannah College of Art and Design Misc Interactive Telecommunications Program at NYU’s Tisch School of the Arts Institute of Design at Illinois Institute of Technology Master’s in Interactive Media at Elon University MORE INCREDIBLY USEFUL LINKS Great resources ‐ http://www.reencoded.com/2008/04/01/42‐must‐bookmark‐ resources‐for‐web‐designers/ On Web usability: http://www.usability.gov/templates/ Also check: http://www.slideshare.net/fransmayra/p2‐lecture‐1?src=embed Theory of the role of design: http://www.boingboing.net/2009/07/05/matt‐webb‐on‐the‐ rol.html Matt Webb (part of the Schulze and Webb design consultancy) addressing Copenhagen's Reboot conference on what the role of a designer was and is in the 21st century. David Gauntlett (http://www.makingisconnecting.org/) says “the work of old‐style audience studies is largely done and the notion of audience is collapsing as people become producers as well as consumers of media. Human‐computer interface links: • • • • Gary Perlman's HCI Bibliography HCIBIB links to HCI sites The HCI Bibliography: Most Frequent Authors Hans de Graaff's HCI index 115 • • • • • • • • • • • HCI Education: Courses and Programs The Alert Box: Current Issues in User Interface Design (Jakob Nielsen) An Introduction to HCI and Design at IBM Google's edited list of links for HCI Wikipedia on HCI Open Directory on Human‐Computer_Interaction Diamond Bullet Design News Site Usability.Gov ACM SIGCHI British Computer Society HCI Group Usability News Design goals and guidelines and serving diverse audiences • • • • • • • • • • • • • • • • • • • • • Surveys and Statistics University of Maryland Human‐Computer Interaction Lab ∙Federal Aviation Administration, The Human Factors Design Standard ∙Guide for developing websites ∙World Usability Day ∙Microsoft Windows Vista User Experience Guidelines ∙NASA Web Standards and Guidelines ∙National Cancer Institute, Research‐based Web Design and Usability Guidelines ∙World Wide Web Consortium’s Web Accessibility Initiative, Web Content Accessibility ∙World Wide Web Consortium’s Web Accessibility Initiative, Web Accessibility Evaluation Tools ∙Handicapped Access ‐ Trace Institute ∙Cornell University Ergonomics Web CHI Proceedings Tutorial: Global Interface Design Designing international icons ‐ advice from IBM ∙Google's edited links on accessibility ∙Project EASI – Equal Access to Software and Information ∙UCLA Disabilities and Computing Program ∙Center for Information Technology Accommodation (includes links to information about access to persons with disabilities and about general usability) ∙Section 508 ∙Access Board for Section 508 The Human Factors and Ergonomics Society Sample Organizations/Companies that Conduct Usability Assessments • NN/g • Convergent Design, Inc. • Human Factors International 116 • • • • • • • • • • Interaction Design Usability Sciences Corporation UserWorks, Inc. XEODesign, Inc. UsabilityOne Noldus UserWorks System Concepts Ovo Studios Experience Dynamics General • HFES Virtual Environments Technical Group • ACM SIGGRAPH (some VR content) • The Importance of the Sense of Touch in Virtual and Real Environments • Presence (MIT Press Journal) • IEEE Transactions on Visualization & Computer Graphics • IEEE Conference on Virtual Reality 2009 • IEEE International Conference on Systems, Man, and Cybernetics • Virtual Reality Society (UK) • Demonstrational Programming • Alice: 3D Interactive Graphics Programming Environment • Web 3D Consortium • Second Life • Google Earth • EveryScape ‐ seeing the real world online Other Interesting Links • Fifth Dimension Technologies • SensAble Technologies LI>Wayfinding Strategies and Behaviors in Large Virtual Worlds • "In a Strange Land modeling and understanding cyberspace" paper by Alan Dix. • What is Virtual Reality? • Virtual Reality: A Short Introduction • Visualization and Virtual Reality for Manufacturing • Virtual Reality Monitoring: How Real is Virtual Reality? • Human Interfacing Issues of Virtual Reality • X11 in Virtual Environments: Combining Computer Interaction Methodologies • Virtual Reality at EVL • A Conceptual Method for Interacting with Information in a Three‐Dimensional Virtual Environment • Virtual Retinal Display Group • Ship Motion Simulation • Virtual Prototyping of Automotive Interiors 117 • • • • • • • • • • • • • • • • • • • • • • • Virtual Simulation of Ship Production Processes The Virtual Study Tour Accident Simulation Image Based Virtual Reality The Effects of Immersion Navigating Through Information via Virtual Reality Virtual Reality Moon Phase Pictures The Google list of annotated links for Virtual Reality Hardware Virtual Reality Controllers Cybermind Head Mounted Displays Data Gloves Mashup ‐ Twitter and Google Earth Methods of Interaction lecture slides from Staffordshire University Collection of Websites on Human Computer Interaction WAI Accessibility Guidelines Interaction Resources: Guidelines and Standards FAA Human Factors Design Standard Human and Machine Dimensions of 3D Interfaces for VE Multimodal Interaction and VR Designing Forms, Reports and Screens presentation from Southern Illinois University Windows layout: Cures for cryptovision article from Human Factors International UI design guidelines for Palm PDA Handheld usability Asynchronous Distributed Interfaces: Different Time, Different Places • Reference Guide to Email Newsletters and Discussion Groups • CataList, the Official Catalog of LISTSERV Lists • Tips for Overcoming Email Overload • Email Overload: Exploring Personal Information Management of Email • Hypercam Screen Capture to Video Shareware • The Impact of Communications Mode on Asynchronous Collaboration in the NAS presentation • Mashup ‐ Twitter and Google Earth Synchronous Distributed Interfaces: Different Places, Same Time • A Comparison of Face‐To‐Face and Distributed Presentations • Aptima's Web Conferencing Facility • Polycom • Hewlett Packard (HP) Halo • GoTo Meeting from Citrix • WebEx from Cisco • Tandberg Conferencing 118 • • Windows Meeting Space Windows Live Messenger ‐ Yahoo Messenger ‐ mIRC Shareware Face‐to‐Face Interfaces: Same Time, Same Place • Group Systems Think Tank Solutions • Numonics Interactive White Boards • mimio • Smart Technologies • Learning to Write Together Using Groupware • A Collaborative Approach to Developing Style Guides • ∙ An Introduction to Response Time and Display Rate • ∙ Internet Delay Effects: How Users Perceive Quality, Organization and Ease of Use of Information/A> • ∙ Temporal Usability and Disturbance Management in Interaction • ∙ Is Time Out to Be the Big Issue? • ∙ Time and the Web Collected Abstracts • ∙ What's the Web Worth? The Impact of Retrieval Delays on the Value of Distributed Information • ∙ New Computing website • ∙ Global Land Cover Facility • ∙ Sample industry Quality of Service concept Web Page Design • Complete guide to web design • Web bloopers • Web style guide • Research‐Based Web Design and Usability Guidelines (U.S. Dept of HHS) • "Killer" web sites Information visualization links Edward Tufte is known as the preeminent evangelist for information visualization. A professor emeritus at Yale, he travels the world lecturing on ways to present information as explanatory design. You can find a lot to look at on his site ‐ http://www.edwardtufte.com/tufte/ ‐ and in his books. Following are links to examples of data visualization and information about it. Examples • 10×10 is “100 words and pictures that define time.” • 3D Animation of Linux Code Development • 7 Nights of Bright Eyes article and accompanying visual analysis of Conor Oberst. 119 • AInews.org: Simple news headlines appear in different sizes. Mouse over one for a summary or click the + to save it (up to 10). • AntarcticAnimation: “Reveals the profound human connections that some have made with Antarctica’s changing landscape.” Animations and map. • Archival Maps from Library of Congress • Atlas of Cyberspaces “is atlas of maps and graphic representations of the geographies of the new electronic territories of the Internet, the World‐Wide Web and other emerging Cyberspaces.” • BabyNameVoyager by Martin Wattenberg. • Baseball Teams: Salary vs. Performance [Link: Lauren's Blog] • Ben Fry’s archive of past work at MIT that blended computer science, graphical design, and data visualization. Zipdecode shows how zip code numbering works and Salary vs. Performance looks at baseball teams and spending. Learn how to do these with Fry’s book, Processing: A Handbook for Visual Designers and Artists. • Books That Make You Dumb: Of course, reading them won’t lower your IQ — little humor, y’know? This chart comes from data based on books read in college and comparing that to SAT scores. The higher a book scores, the smarter it is. • Business Planet interactive map that shows how hard or easy it is to do business in many economies. • Candidate Match Game: USA Today info tool to help you see which candidates share your opinions on big issues. It’s the chart that appears after you complete the questions that amazes. • Cartifact interactive maps and animations. Explore the company’s site for more examples (commercial). • Charteo.us: Uses charts to track book sales rankings. More charts coming. • Chris Harrison’s Projects Page: Man, this is incredible. It includes Visualizing the Bible, which visualizes cross‐references in the Bible and others I’ve already mentioned in here before finding this. • CityVisions: Maps of cities • Civilization Maps video • Corporate Connection • Dashboard By Example has examples of actual business dashboards that started as part of the Dashboard Spy. Also, Dashboard Spy’s Big List of Experts, Dashboard.TV (videos), and Dashboard By Example. Busy spy! • Data360: Maps and charts of issues ranging from local and international to arts and business. 120 • Data Visualization of a Social Network is the result of a school project. • Death and Taxes 2008: See where your federal tax dollars are heading. • Digg Labs using visualization for managing the latest news. • Dream Ether: Create a dream or see other dreams and other experiments. • Duarte Design work examples (commercial). Nancy Duarte is the author of slide:ology. • The Dumpster is a visualization of romantic breakups. • Ear Studio timeline. • Etsy takes a creative approach in helping people find products with tools such as the Time Machine and Geolocator. • Feltron Annual Report 2005, 2006, and 2007 • Flickrvision • FlowingData and its archives have many visualization examples. • Formwerks, architectual firm using infovis on its site. Not sure this is effective as it may be difficult for prospects to figure out. • Gapminder World • Geopictorial Maps (commercial) • Grokker: Dynamic search ‐ try it out. • HCIL Visualization houses past and present visualizations projects. • Historic Cities contains maps relating to past, present and future of historic cities. • Brief History of Visual Aids HistoryShots information graphics prints for sale, but it’s an experience to look at each one and read about them (commercial). • Human Flows visually and interactively maps global migrations. • Idea Line by Martin Wattenberg • Idea Mapping Success: Book idea maps • Internet Memes provides an interactive timeline along with a description of each meme. • Imagini: Find your visual DNA. • John Grimwade’s index of diagrams and maps. • Jon’s Excel and Charting Pages contains many examples of using Excel for charts. • Jorge Camoes’ Charts • Juice Analytics’ writings includes many visualization examples. Check out the apps and tools especially the Chart Chooser. They recreated the NY Times Cancer chart. • knowledge‐communication.org gallery contains visuals for faciliating knowledge 121 communications between experts and decision makers. • LinuxDistribution Timeline • LivesConnected through Hurricane Katrina and its aftermath. • Many Eyes from IBM contains many visualizations. • MapEcos: Map of US facilities with information on pollution and improvement efforts. • Mark Lombardi works: An abstract artist who researched scandals. • Martin Wattenberg research projects list includes History Wired is a visual exploration of the Smithsonian National Museum of American History’s holdings that seeks to reproduce the serendipity experienced when browsing in a physical museum, History Flow, QuerySketch, and Map of the Market. • Materials Research Center Interactive Directory • MedMaps: MindMaps for doctors and medical students. • MindMap Library: Collection of 1000s of mindmaps. • MindMapPedia: Collection of mindmaps that welcomes submissions. • mindServe Group: Example diagrams and templates (commercial) • Moluv: World’s best web design • MyMap e‐mail relational map. • MySociety Travel Time Maps and other projects. Comments on travel time maps from co‐creator Tom Carden. • Newsmap • Nigel Holmes Explanation Graphics charts, diagrams , and motion graphics. • Panorama‐Maps • Perceptual Edge has examples of turning data into visual information and before and after examples to show how to better tell the story behind the data. Participants in its forums discuss good and bad examples. • Places and Spaces: Mapping science. • Prefuse Gallery • Processing examples including Inequality of CEO salaries. • R Graph Gallery shows graphs created with programming environment R. • RoomforMilk: “Fresh skimmed Slashdot headlines.” • Sesame Street on visual thinking. An old video teaching visualizing shapes. • Small Business Blogging Map: Get the big picture on how blogging helps small businesses gain more customers. 122 • Social Networks around the World: Which social network does your country use the most? • Stef Crowley portfolio and cool video of her creating a historical timeline for the University of Buffalo (commercial). • The Story of Stuff (commercial) • Swivel: Explore, share and upload data. Check out the Swivel Bar for Excel. • Tell Me a Story provides tips on telling stories through presentations. • They Rule lets you “create maps of the interlocking directories of the top companies in the US in 2004.” • TopicScape Mindmaps Directory • TouchGraph Google Browser explores connections between related Web sites. Also available: TouchGraph Amazon and TouchGraph Facebook. • Tracking the threat looks at data relating to terrorism. • Twittervision, TwitterMap, TwitterSearch • Understanding USA by Richard Saul Wurman • US Demographics Visualizer: Filter and use color codes to review US census data by population, age, ethnicity, political, and income. • Usenet Newsgroups hierarchies treemap • The Virus Lab: Get your own Social Virus • VisualComplexity looks at visualization of complex networks. It also has a wealth of related links. • • Visual Dictionary Online • Visual Insight murals that illustrate information. • Visual Literacy, an e‐learning course, has maps and demos. • Visual Think Map’s Photostream: Flickr page of visual maps. • Visuwords online graphical dictionary and thesaurus • Washington DC Metro Maps helped me get around Washington, DC for six years. The hardest part was figuring out the end of the route so I could ensure I got on the right train. • We Feel Fine: An exploration of human emotions in six movements. • Wikipedia visualizations: Clusterball, WikiViz, First Monday, A Beautiful WWW, and Wikipedia Top 50. • WikipediaVision shows anonymous edits in realtime. 123 • Wikipedia Diagrams, Drawings, and Maps page and this shows the definition of Pi. • Winner of the personal visualization project as well as other entries. • WorldMapper has over 366 maps for exploring. • WorldProcessor uses globes to show distribution of different world parameters. • You Are Not Alone Here and other projects by Steven Baughman and Michael Tabtabai • Zen Garden: The beauty of CSS design Information visualization blogs • Beyond Bullet Points Blog covers ways to use media to communicate. Author Cliff Atkinson’s Sociable Media has more resources. • BldgBlog focuses on architecture, but talks a lot about great visuals and illustrations. • The Center for Graphic Facilitation • CommonCraft: Folks behind the great presentations that explain stuff like RSS and Wikis. • Cool Infographics has a collection of many amazing posters. • Creating Passionate Users uses many nice visual images in its entries as support. • David Sibbet discusses visualization and graphic facilitation. • Dataisnature • Data Mining: Text mining, visualization, and social media has a neat map of the blogosphere. • Digital Roam blog by The Back of the Napkin author David Roam — about solving problems with pictures — check out the presentation on the book’s site. Two maps from the book. • EagerEyes • emo+beer = busted career … seriously, it has visualizations. • Forest and the Trees: Flash and data visualization • Found in Translation • Future Feeder: Discusses impact of information and computation on architecture. • Indexed : “This site is a little project that lets me make fun of some things and sense of others. I use it to think a little more relationally without resorting to doing actual math.” 124 • InfoDesign • Information Design Watch • Infographics News • Information Aesthetics: Data visualization and visual communication. • Idea Mapping by the author of Idea Mapping, Jamie Nast • Information Visualization • JunkCharts: Blog dedicated to recycling bad charts into junk art. • Karl Gude • The Mind Mapping Software Weblog • Mindserve Clipper • Neoformix • Networked Performance on Visualization • NiXLOG Infographics • Nooface: Searching for the post‐PC interface • Point by Fascinating Point • ProcessingBlogs and ProcessingHacks: Processing is an open source programming language and environment for people who want to program images, animation, and sound. • Random Etc. • Serial Consign on Infographics • Strange Maps • Street Anatomy is a blog on medical visualization. • The Underlying Blog • Peace of Mind • Visual Business Intelligence by Stephen Few • Visual Linguists is a blog by Neil Cohn on visual language of comics. • Visual Methods • VisualSpeak Blog • Visual Thinking School • VizThink Blog • Writing on the Walls by Visual Thinking: Tools for Mapping Your Ideas co‐author Christine Valenza 125 Information visualization resources • 70+ Excel Tips and Shortcuts to Help You Make Excel Magic is a list similar to this one with a focus on Excel. • 70+ PowerPoint Presentation Resources would benefit from these resources and you can see how some people used infovis in their presentations. • Accessible Data Visualization with Web Standards: How to include data visualization as an important part of a web site not as a lone figure or chart. • The Art of Visual Thinking: Guy Kawasaki shares a drawing of his own based on Alltop. • Beyond Bullet Points teaches how to tell a story with PowerPoint without resorting to useless templates. Think of it as presentation turned into visuals. • Bob Horn is an expert on visual argumentation mapping and his site posts speeches, articles, and examples including the cool home page. • Communicating Concepts through Comics: Presentation • Data Visualization: Modern Approaches from Smashing Magazine has tons of examples, articles, tools, and resources. • Dataesthetics: Power and Beauty of Data Visualization by Eric Blue who has more entries on infovis, visualization, and mindmap. • Dave Gray Info • Drawing Together Online: Presentation • Eager Eyes – Putting Visualization on the Web • ExcelUser has articles on plotting with Excel such as Comparing Metrics by Category and tips for dashboarding with Excel. • Flowing Data – Rise of information Visualization • Gapminder is a non‐profit organization that uses data visualization to get its message across. Hans Rosling, co‐founder of the organization, turns boring numbers into animation to help us make sense of the world especially in Gapminder World. • generator.x : Examines role of software and generative strategies in art and design. Associated blog. • GTD for Mindmanager: Getthing Things Done on Mindmanager, software for • History of Cartography tutorials • How to Create MindMaps with Mindomo • Infosthetics – Information Aesthetics, where form follows data 126 • InfoVis Wiki • Inf@Vis! InfoVis.net Digital Magazine • InstantAtlas: Software for visually analyzing statistical data. Examples. • Introduction to Sketchcasting, a way to combine podcasting with sketching. Arclabs has other experiments and resources of interest. • An Introduction to Visual Thinking: Presentation • Jerry Isdale’s Big List of Infovis Links. Just like it sounds. • John Grimwade Information Graphics has cool diagrams and maps. • Logic+Emotion: Visual Thinking Archive: Presentation • Mapping History with art and images • Mapstraction: “Library that provides a common API for various javascript mapping APIs to enable switching from one to another as smoothly as possible. • Map Your Mind: Mindmapping resource. • Mentegrafica is a blog by Daniele Galiffa on information visualization. His site also has infovis projects and presentations posted. • OLIVE: Online library of visualization envrionments. • Pictorial Maps from Wikipedia • ProcessTrends covers Data Analysis and Visualization with Excel Tools and Charts. • Proximity Graphs is a tool that connects actors based on movies and authors by papers in computer science journals. • RadicalCartography: Does map visualizations and also includes resources. Click the menu items to see samples. • Rico Clusters: An Alternative to Mind Mapping • Sketchcasting = podcasting + doodling • SPSS Viz Designer: Software that provides visual clarity to predictive analytics analysis. • Squidoo page on Visual Maps • TED (Technology, Entertainment, Design): Provides visualization as an option for viewing the information. • TextArc: Visual representation of text. • Toxi: Interactive works include base26 (all four‐letter words in English) • Treemaps for space‐constrained visualization of hierarchies • UNO (UNiversal Organizer): Mind mapping tool. No software. Just plain paper. • Visual and Creative Thinking: What We Learned from Peter Pan and Willy Wonka: 127 Presentation • The Visual Dictionary serves as an academic resource where images replace words. • Visual Editors “is the online classroom and meeting hall where student and working journalists from newsrooms around the world come to study the latest reporting, editing and design techniques, story forms, media trends, and interactive strategies.” • Visual Literacy: eLearning tutorial on visualization that also has a periodic table of visualization methods in its maps section. • Visualizing Information: An Introduction to Information Design [pdf file]: Booklet with a basic introduction to information design for non‐governmental and advocacy organizations. • Visual Thinking Squidoo page by Xplane’s Dave Gray. And his Visual Thinking Art. • VizThink: Conference focused on visual thinking. • Walk2We: Visualizes connections between web sites. • We Make Money Not Art on visualizing • What Ordinary People Need Most from Information Visualization Today [pdf file] by Stephen Few. • York University Gallery of Data Visualization shows contains many resources, data visualization timeline, and examples. Information visualization portals • • • • • InfoVis: Wiki ‐ The Information Visualization community wiki Flowingdata ‐ RSS feed of news and examples of visualization Martin Graham's Page of Links ‐ Lots of academic resources Jorge Camoes' Charts ‐ Examples of charts and business information visualization Google's edited list of links on "Information Visualization" under Knowledge Discovery Infovisualization conferences, journals, and societies • • • • • • • IEEE Infovis ‐ The most important conference on the topic Infovis.org ‐ associated with Infovis conferences IV09 ‐ Large European conference on Visualization IEEE Transactions on Visualization and Computer Graphics The IEEE Symposium on Information Visualization Information Visualization Journal American Statistical Association ‐ section on statistical graphics Infovis benchmarks and competitions • Infovis benchmark repository 128 • • Visual Analytic VAST 2009 challenge SEMIVAST project: Scientific Evaluation Methods for Visual Analytics Science and Technology Infovis tools to try or related software tools • • • • • • • • • Many Eyes ‐ To upload your own data and try several visualizations, then others can comment on views of the data SmartMoney ‐ Treemap map of the stock market Treemap ‐ University of Maryland implementation,see alsoTreemap history Baby Name Voyager visualization TextArc Wordle Cancer mortality atlas SpaceTree Life Lines: Visualizing Personal Histories ‐ see also the video Infovis commercial products (often with demos or test versions) • • • • • • • • TIBCO Spotfire Tableau software SAP Business Objects Gapminder IBM Cognos ILOG Macrofocus SPIRE at PNNL Other infovis tools and toolkits • • • • • • • • • Prefuse visualization toolkit GeoVISTA Studio Common GIS Fekete's InfoVis Toolkit Piccolo toolkit for zooming user interfaces InfoVis CyberInfrastructures ‐ at the University of Indiana GGobi R project for statistical graphics Google Visualization API Additional interesting reads Many of these resources were created by professionals, but also note that many blogs on interactive media are written by undergrads or grad students. Nathan Shedroff’s Unified Field Theory of Interaction Design (1994): http://www.nathan.com/thoughts/unified/ (be sure to look all over his site for many interesting documents! Including ‐ http://www.nathan.com/thoughts/index.html#presentations) Econsultancy’s list of 10 Superb Social Media Presentations: http://econsultancy.com/blog/3982‐10‐superb‐social‐media‐presentations A student portfolio by Roulen Zarin: http://www.fighterfish.com/ Putting People First – people‐centered innovation: http://www.experientia.com/blog/ Natural User Interface (NUI) Group: http://www.nuigroup.com/ Seth Sandler’s Interactive Media blog: http://sethsandler.com/ Jonathan Brill’s collection of NUI video clips: http://www.pointanddo.com/ Joshua Blake on natural and gestural interfaces: http://nui.joshland.org/ Natural Interaction Project – Multitouch Barcelona: http://www.multitouch‐barcelona.com/ (play with it) Inspiring User Experience (UX) Quotes: http://www.inspireux.com/gallery/ Kiosk and Digital Signage News: http://kiosknews.blogspot.com/ Ideum – About interactive displays: http://www.ideum.com/blog/ Ideas, blogs and reports from Adaptive Path: http://adaptivepath.com/ideas/ Boxes and Arrows – User Experience: http://www.boxesandarrows.com/ 129 IXDA – Interaction Design Association (Free membership and listserv): http://www.ixda.org/ MIT’s Media Lab – where they invent the future: http://www.media.mit.edu/ MIT Social Media Group: http://smg.media.mit.edu/ SIGCHI – Special Interest Group on Computer‐Human Interface of ACM: http://www.sigchi.org/ (also info links here: http://www.hcibib.org/) SIGGRAPH – Special Interest Group in Computer Graphics of ACM: http://www.siggraph.org/ Usability Professionals Association (UX – user experience): http://www.usabilityprofessionals.org/ Nielsen Norman Group – usability experts: http://www.nngroup.com/ Gamasutra – Art and Science of Making Games: http://www.gamasutra.com/ Digital Games Research Association: http://www.digra.org/ Game Research: http://www.game‐research.com/ Interaction Design – textbook links of interest: http://www.id‐book.com/ Book “Designing Interactions” by Bill Moggridge: http://www.designinginteractions.com/book Loop ‐ AIGA Journal of Interactive Design Education: http://loop.aiga.org/ ACM Interactions – experiences, people, technology: http://interactions.acm.org/ Xplane – Visual Thinking Weblog: http://www.xplane.com/xblog/ 130 131 Interaction Design at Digital Web magazine: http://www.digital‐web.com/topics/interaction_design Journal of Information Architecture: http://journalofia.org/ Information Architecture Institute: http://iainstitute.org/ Information Architecture at Digital Web magazine: http://www.digital‐web.com/topics/information_architecture/ Findability.org – you can’t use what you can’t find: http://www.findability.org/archives/cat_findability.php Future‐Making Serious Games: http://elianealhadeff.blogspot.com/ Lost Garden – About Game Design: http://www.lostgarden.com/ Flash Gordon – Interactive Mediagician: http://flashgordonmedia.blogspot.com/ Listing of blogs about multitouch interactivity: http://www.multitouchblogs.com/ Digital tables: http://paradynexus.blogspot.com/2007/08/digital‐tables‐as‐disruptive‐technology.html Multitouch + NUI blog: http://theclevermonkey.blogspot.com/ Interactive IO & More: http://mtaha.wordpress.com/ Touch Interface news: http://www.touchuserinterface.com/ 27 – the work of Jonathan Harris: http://www.number27.org/index.html Tools to check out Voice Thread: http://voicethread.com/#home 132 Animoto: http://education.animoto.com/ Search Cube: http://www.search‐cube.com/ FreeTech4Teachers: http://freetech4teachers.pbworks.com/General+Technology+‐ +Content+Creation Lulu: http://www.lulu.com/ Issuu ‐ http://issuu.com/ RIT magazine ‐ http://issuu.com/reportermag/docs/04‐10‐ 2009?documentId=090409210733‐b13226f60ce948b192c1822b7f024226 MagCloud ‐ http://magcloud.com/ More readings in interactivity Introductory material Berland, Judy (2000) 'Cultural Technologies and the "Evolution" of Technological Cultures in Herman, A and Swiss, T (eds) The World Wide Web and Contemporary Cultural Theory. New York: Routledge. Darley, Andrew (2000), Visual Digital Culture. Routledge, London (see A back story: Realism, simulation, interaction, p11‐ 36) Hess, John and Zimmerman, Patricia (1999) 'Transnational Digital Imaginaries' by John Hess and Patricia R. Zimmermann, in WIDE ANGLE, No. 1 Vol. 21 (January 1999), pp. 149‐167. Jenkins, Henry (2006) "Worship at the Altar of Convergence": A New Paradigm for Understanding Media Change in Convergence Culture: Where Old and New Media Collide. New York: New York University Press. Kelly Kieran et al. (2000) 'Cyberculture, technology nature and culture', in New Media, A Critical introduction, (London, Routledge) Chapter 5 Maeda, John (2004), Creative Code: Aesthetics and Computation, Thames and Hudson, London Manovich, Lev (2001) The Language of New Media. Cambridge: MIT Press, 2001 々 see the introductory chapter in particular. Marvin, Carolyn (1988) When 0ld Technologies Were New: Thinking about Electric Communication in the Late Nineteenth Century. New York: Oxford University Press, 1988. 133 Millennium Film Journal Issue Nos. 20/21 (Fall/Winter 1988‐89) (On New Technology) Sterling, Bruce, The Dead Media Project: http://www.deadmedia.org/ Sterne, Jonathan (2006) 'The Historiography of Cyberculture' in Silver, D. and Massanari, A (eds) Critical Cyberculture Studies. New York: New York University Press Armitage, John (2000) 'Resisting the Neoliberal Discourse of Technology', in C‐theory, vol. 22, no 1‐2: http://www.ctheory.net/articles.aspx?id=111 Darren Tofts, Annemarie Johnson, Alessio Cavallaro (eds) (2002) Prefiguring Cyberculture: An Intellectual History. Cambridge: MIT. Dery, Mark (2001) 'Memories of the Future: Excavating the Jet Age at the TWA Terminal' (excerpt from Tofts et al (2002)) posted to nettime: http://amsterdam.nettime.org/Lists‐ Archives/nettime‐bold‐0102/msg00486.html Jameson, Frederic (1991) Postmodernism. Or, the cultural logic of late capitalism, London: Verso. (chapter 1 which is a reprint of his famous article on late capitalism). Negri, Tony and Hardt, Micheal (2000) Empire, Harvard, London (introductory chapter and/or the chapter on informatization) Schöpf, Christine and Stocker, Gerfried (2004) (eds) Ars Electronica 2004: Timeshift ‐ The World in Twenty‐Five Years. Hatje Kantz. Virilio, Paul (1998), Open Sky. London: Verso. Digital Images and Texts Benjamin, Walter (1973), 'The Work of Art in the Age of Mechanical Reproduction', in Illuminations, Fontana, London Kember, Sarah (1998) 'The Shadow of the Object: Photography and Realism' in Virtual Anxiety: Photography, New Technologies and Subjectivity. Manchester: Manchester University Press. Lister, Martin (1995), 'Introduction: The Photographic Image' in Lister, M (ed)The Photographic Image in Digital Culture, London, Routledge. pp.1‐29 Robins, Kevin (1996) 'Will Images Move Us Still?' in Into the Image: Culture and Politics in the Field of Vision. Routledge, London, pp.184‐194 134 Slater, Don (1995) 'Domestic Photography and Digital Culture' in Lister, Martin (ed) The Photographic Image in Digital Culture. London: Routledge. pp.129‐146 Sobchack, V. (1999) 'Nostalgia for a Digital Object: Regrets on the Quickening of Quicktime' Millennium Film Journal (34 (Fall)): 4‐23. Bal, Mieke (2003) 'Visual Essentialism and the Object of Visual Culture' in the Journal of Visual Culture Vol 2 (1) Darley, Andrew (2000), Visual Digital Culture, Routledge, London (see A back story: Realism, simulation, interaction, p11‐ 36) Druckery, Peter (2000) NetCondition, MIT, London Friedberg, Anne (1993) 'The mobilized virtual gaze in modernity: flaneur/flaneuse' in Window Shopping, University of California Press, London 15‐46 Gere, Charlie (2004) 'New Media Art and the Gallery in the Digital Age' in Tate Papers, Autumn, 2004: http://www.tate.org.uk/research/tateresearch/tatepapers/04autumn/gere.htm Hayles, Katherine (1998) 'The Condition of Virtuality' in (eds) Masten, J. Stallybrass, P and Vickers, N. Language Machines: Technologies of Literary and Cultural Production. New York: Routledge, pp:183‐208 and in Lunenfeld, Peter (ed) The Digital Dialectic. Cambridge: MIT Press. LoveJoy Margot (2004) Digital Currents, Arts in the Electronic Age, Routledge Manovich, Lev (2001) The Language of New Media. Cambridge: MIT Press, 2001 々 see the introductory chapter in particular. Mirzoeff, Nicholas (2003) 'Responses' to Bal's Visual Essentialism and the Object of Visual Culture: Stuff and Nonsense' in Journal of Visual Culture Vol 2(2) Nichols, Bill (1993) 'The Work of Culture in the Age of Cybernetic Systems' inScreen, 34:1, Spring Scott, Clive (1999)The Spoken Image: Photography and Language. London: Reaktion Books, (Chapter 8: The Narrative Resources of the Photograph) Narrative Structures and Interface 135 Manovich, Lev (2001) 'The Forms' in The Language of New Media. Cambridge:Ä MIT Presss. Also available abridged as (1998) 'The Database as a symbolic form' posted to nettime: http://www.nettime.org/Lists‐Archives/nettime‐l‐9812/msg00041.html Kinder, Marsha (2000) 'Narrative Equivocations between movies and games' in Harries, D (ed) The New Media book. London: BFI. Ryan, Marie‐Laure (2001) 'Beyond Myth and Metaphor: The case of narrative in digital media' in Game Studies 1 (1) available at:Ä http://www.gamestudies.org/0101/ryan/ Wand, Eku (2002) 'Interactive Storytelling: The Renaissance of Narration' in Rieser, Martin and Zapp, Andrea (eds) New Screen Media: Cinema/Art/Narrative. London: BFI. Aarseth, Espen J (1997) (ed) Cybertext. Baltimore: John Hopkins University Press. Cameron, Andy (1995) 'Dissimulations, the illusion of interactivity'Ä in Millennium Film Journal, special issue on Interactivities, No.28, Spring, 1995 Bassett, Caroline (2007) The Arc and the Machine: Narrative and New Media. Manchester: Manchester University Press. Bassett, Caroline (1999) 'Victorians and Game Boys? Review of Hamlet on the Holodeck' in New Media and Society, Vol 1, No. 2 Cover, Rob (2004) 'New Media Theory: Electronic Games, Democracy and Reconfiguring the Author/Audience Relationship' in Social semiotics vol. 14 No. 2, August, 2004 Darley, Andrew (2000), Visual Digital Culture. London: Routledge. (see 'Games and Rides' 147‐166 but other chapters are also useful) Hershman Leeson, Lynn (1995) (ed) Clicking In, Hot Links to a Digital Culture. California: Bay Press. Kelly, Kevin (1994) Out of Control. London: Fourth Estate. (see God Games, 297‐333) book also available online at http://www.kk.org/outofcontrol/contents.php Kerr, A. (2006) The Business and Culture of Digital Games. GameWork/Gameplay. London: Sage Publications Klinger, Barbara (1989) 'Digression at the Cinema: Reception and Mass Culture' in Cinema Journal 28. No. 4, Summer Kristeva, Julia (2001) Hannah Arendt. Columbia University Press. (pp 3‐100 'Life is a 136 Narrative') Mamber, Steven (2003) 'Narrative Mapping' in Everett, Anna and Caldwell, John (eds) New Media: Theories and Practices of Digitextuality. New York: Routledge. Murray, Janet (1998), Hamlet on the Holodeck. Cambridge: MIT Press. (Chapters 9 and 10) Newman, James (2004) Video Games. London: Routledge.Ä (chapter 5, video games, structure: levels, breaks and intermissions) Poole, Stephen (2000), Trigger Happy, Fourth Estate, London Rieser, Martin and Zapp, Andrea (eds) (2002) New Screen Media: Cinema/Art/Narrative. London: BFI. (any of the chapters in Part 1) Ryan, Marie‐Laure (1999) (ed) Cyberspace Textuality: Computer Technology and Literary Theory. Bloomington: Indiana University Press. Stallabrass, Julian (1996), Gargantua. London: Routledge. (Chapter 4, Just Gaming p. 84 112). This is also in New Left Review. Watrall, Ethan (2001) 'Chopping Down the Tech Tree: Perspectives of Technological Linearity in God Games' featured at: http://www.gamasutra.com/features/20000531/watrall_pfv.htm Weibel, Peter (2002) 'Narrated Theory: Multiple Projection and Multiple Narration (Past and Future)' in Shaw, J and Weibel, P (eds) Future Cinema: The Cinematic Imaginary After Film. Cambridge: MIT Press.Ä Look at debates and articles at: Computer And Video Games Come Of Age: Games as Popular Culture: http://web.mit.edu/cms/games/popculture.html Digiplay: http://www.digiplay.org.uk Game Studies a journal of computer game research: http://gamestudies.org/ 137 Hamlet on the Holodeck Resource Page: http://www.lcc.gatech.edu/~murray/hoh/hoh.html) Beacham, Frank (1995), Movies of the Future: Storytelling with Computers, American Cinematographer, Vol 76, no 4, 1995, pp36‐48 http://www.beacham.com/movies_of_the_future_240.html Bush, Vannevar (1945) 'As We May Think' The Atlantic Monthly | July 1945 ‐ available at multiple on‐line sources: http://www.theatlantic.com/doc/194507/bush Fuller, Matthew (2007) 'The Camera That Ate Itself' in Flusser Studies, 4 ‐ May 2007 available at: http://www.flusserstudies.net/pag/current.htm Galloway, Alex (2004) Protocol: How Control Exists after Decentralization. Cambridge: MIT Press. (chapters 1 and 2 'Physical media' and 'Form') Giddens, Seth (2007) Playing with nonhumans: digital games as technocultural form’ in Suzanne de Castells & Jen Jenson (eds) Worlds in Play: international perspectives on digital games research. Peter Lang. Kittler, Friedrich A (1997) 'Gramaphone, Film, Typewriter' in Johnstone, J (ed) Friedrich A Kittler Essays: Literature, Media, Information Systems. London: Routledge. (see also the preface and introduction). Bassett, Caroline (2002) 'Stretching Before and After', article in Filozofski Vestnik, special edition 'The Body', ed Marina Grzinic Mauhler, Institute of Philosophy, Academy of Science and Arts, Ljubljana, Slovenia Vol XXIII, No 2, (April 2002). Borgmann, Albert (1984) Technology and the Character of Contemporary Life. Chicago: University of Chicago Press Deleuze, Gilles (1989). Cinema 2. London: Continuum. Fischer, Michael M.J (2003) Emergent Forms Of Life and the Anthropological Voice, Durham: Duke University Press. Fischer, Michael M.J. (1999) 'Emergent forms of life: Anthropologies of late or postmodernities' in Annual Review of Anthropology 28, pp 455‐478 Fuller, Mathew (2003) Behind the Blip: Essays on the Culture of Software. New York, Autonomedia. 138 Fuller, Matthew (2005) Media Ecologies: Materialist Energies in Art and Technoculture. Cambridge: MIT Press. Alexander R. (2006) Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press. Hansen, Mark (2000) Embodying Technesis: Technology Beyond Writing. Ann Arbor: University of Michigan Press. Hayles, Katherine (2002) Writing Machines. Cambridge: MIT Press. Huhtamo, Erkki (2000) 'From cybernation to interaction: a contribution to an archaeology of interactivity' in Lunenfeld, PeterÄ (eds)The Digital Dialectic, MIT Press. 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London: Addison Wesley ('What is HCI' and 'Components of HCI). Dyson, Frances (2005) 'Wireless Affections: Embodiment and Emotions in New Media/Theory and Art' in Convergence 11(4) 85‐105 139 Gonzalez, Jennifer A. (2000) 'The Appended Subject: Race and Identity as Digital Assemblage' in Kolko, B. Nakamura, L. and Rodman, G. (eds) Race in Cyberspace,. New York: Routledge. 27‐50 Stone, Allucquere Rosanne (1999) 'Reinvention and Encounter: Pause for Theory' inThe War of Desire and Technology at the Close of the Mechanical Age. Cambridge: MIT Press. (Ch 4) Thacker, Eugene (2006) 'Data made flesh: Biotechnology and the Discourse of the Posthuman' in Cultural Critique 53 (2003) 72‐97 Balsamo, Anne (1996) Technologies of the Gendered Body: Reading Cyborg Women. Durham: Duke University Press. Bukatmen, Scott (1993) Terminal Identity: The Virtual Subject in Postmodern Science Fiction. Durham: Duke University Press. Goldberg, Ken (2001) (ed) The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet. Cambridge: MIT Press. Flanagan, Mary (2007) (ed) re: Skin Cambridge: MIT Press. Flanagan, Mary and Booth, Austin (2002) (eds) Reload: Rethinking Women and Cyberculture. Cambridge: MIT Press. Hansen, Mark (2006) Bodies in Code: Interfaces With Digital Media. London: Routledge. Hayles, Katherine N. (1999) How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics. Chicago: University of Chicago Press. Jones, Caroline A. (2006) (ed) Sensorium: Embodied Experience, Technology and Contemporary Art. Cambridge: MIT Press. Levy, Pierre (1998) Becoming Virtual: Reality in the Digital Age. New York: Plenum Press. Marks, Laura (2002) Touch: Sensuous Theory and Multisensory Media. Minnesota Press. Mitchell, Robert and Thurtle, Phillip (2004) (eds) Data Made Flesh: Embodying Information. New York: Routledge. Munster, Anna (2006) Materialising New Media: Embodiment in Information Aesthetics. Hanover: Dartmouth College Press. 140 Nakamura, Lisa (2002) Cybertypes: Race Ethnicity and the Internet. New York and London: Routledge. O'Riordan, Kate (2006) 'Technologised Bodies: Virtual Women and Transformation sin Understandings of the Body as Natural' in Hargreaves, Jennifer and Vertinsky, Patricia (eds) Physical Culture, Power and the Body. London: Routledge. Stone, Allucquere Rosanne (1999) The War of Desire and Technology at the Close of the Mechanical Age. Cambridge: MIT Press. (Ch 4. 'Reinvention and Encounter: Pause for Theory') Wegenstein, Bernadette (2006) Getting Under the Skin: Body and Media Theory. Cambridge: MIT Press. White, Michelle (2006) The Body and the Screen: Theories of Internet Spectatorship. Cambridge: MIT Press. Mobile and Geosensitive Interactivity, Blogs and General Huhtamo, Erkki (2000) 'From cybernation to interaction: a contribution to an archaeology of interactivity' in Lunenfeld, Peter (ed)The Digital Dialectic. Cambridge: MIT Press. De Certeau, Micheal (1984) 'Walking in the City' in The Practice of Everyday Life, London and California: University of California Press. Bassett, Caroline (2003) 'How Many Movements?' in The Auditory Culture Reader. editors Micheal Bull and Les Beck, Oxford, Berg: 343‐356. Lovink, Geert (2003) Uncanny Networks: Interviews with the Virtual Intelligensia. Cambridge: MIT Press. (choose 1 or 2) Mackenzie, Adrian (2005) 'Untangling the un‐wired: Wi‐Fi and the cultural inversion of infrastructure' in Space and Culture 8(3) 269‐285 Abrams, Janet and Hall, Peter (2006) Else/where: Mapping New Cartographies of Networks and Territories. London and New York: Routledge. Alexander, Christopher (1996) 'The City is Not a Tree' in Gates, R.T. and Stout, F. (eds.) The Cities Reader. Routledge, London Auge, Marc (1995). Non‐Places; Introduction to an Anthropology Of Supermodernity. London: Verso. 141 Bassett, Caroline and Wilbert, Chris (1999) 'Where You Want to Go Today (Like it or Not): leisure practices in cyberspace' in Crouch, D (ed) Leisure/tourism geographies; practices and geographical knowledge, Routledge, London Batchen, Geoffrey (1998) 'Spectres of Cyberspace' in Mirzoeff, N. (eds), The Visual Culture Reader. London: Routledge. 273‐278 Downey, John and McGuigan, Jim (1999) (eds) TechnoCities. London: Sage. Drucker, Susan J, and Gumpert, Gary (1991) 'Public space and Communication: The Zoning of Public Interaction' in Communication Theory, Vol 1, No. 4, November, p.294‐ 310Ä (see folder) Graham, Steve (2001) Splintering Urbanism: Networked Infrastructures, Technological Mobilities and the Urban Condition. London and New York: Routledge. Marshall, David (2004), New Media Cultures. London: Hodder. Massey, Doreen (2004) For Space. Sage, London Mitchell, William J. (1995) City of Bits, Space, Place and the Infobahn, MIT, London Munt, Sally R. (ed) (2000)Technospaces: Inside the New Media. London: Continuum. Nielson, Jakob (1995), Multimedia and Hypertext: The Internet and Beyond, London: Academic Press. (Ch. 9: 'Navigating Large Information Space') Pile, Steve (2005) Real Cities. London: Sage. Stallabrass, Julian (1999) 'The Ideal City and the Virtual Hive: Modernism and Emergent Order in Computer Culture'Ä in TechnoCities (eds) John Downy and Jim McGuigan, Sage, London p.108‐120 Wertheim, Margaret (1999) The Pearly Gates of Cyberspace, Butterworth, London Cooley, Heidi, Rae (2004) 'It's all about the fit: the hand, the mobile screenic device and tactile vision' in Journal of Visual Culture, Vol. 3(2): 133‐155 Rheingold, Howard (2003) 'The era of sentient things'. In Smart Mobs: the next social revolution. 83‐112, Cambridge and London: MIT Press. Reilly, Tim (2005) 'What Is Web 2.0: Design Patterns and Business Models for the Next 142 Generation of Software' available here: http://www.oreillynet.com/pub/a/oreilly/tim/news/2005/09/30/what‐is‐web‐20.html Stallabrass, Julian (1999) 'The Ideal City and the Virtual Hive: Modernism and Emergent Order in Computer Culture' in Downey, J and McGuigan, J (eds) TechnoCities. London: Sage. p.108‐120 Bassett, Caroline (2003) 'How Many Movements?' in Bull, M and Beck, L (eds)The Auditory Culture Reader. Oxford: Berg.343‐356. Brown, Barry, Harper, Richard and Green, Nicola (eds) (2001) Wireless World: Social and Interactive Aspects of the Mobile Age. London: Springer. Caron, Andre H. and Caronia, Letizia (2007) Moving Cultures: Mobile Communication in Everyday Life. McGill University Press. Castells, Manuel, Linchuan Qiu, Jack, Fernandez‐Ardevol, Mireia and Sey, Araba (2006) Mobile Communication and Society: A Global Perspective. London and New York: Routledge. 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London: Continuum Books. Barabási, Albert‐László (2002) Linked: The New Science of Networks. New York: Plume. Bassett, Caroline (1997) 'Virtually Gendered, Life in an On‐Line Community' in the SubCultures Reader. London and New York: Routledge. Bergson, Henry (1990) Matter and Memory. New York: Zone. pp 9‐11; 17‐41 Bolter, Jay and Grusin, David (1999), Remediation: Understanding New Media. Cambridge: MIT Press. Brenda Laurel (2001) Utopian Entrepreneur. Cambridge: MIT Press. Castells, Manuel (2003) The Internet Galaxy. Oxford: Oxford University Press. Crang, Mike (2000) 'Public Space, Urban Space and Electronic Space: Would the Real City Please Stand Up?' in Urban Studies 37 (2), February. Cubitt, Sean (1993) Videography, video media as art and culture. McMillan, London Darren Tofts, Annemarie Johnson, Alessio Cavallaro (eds) (2002). Prefiguring Cyberculture: An Intellectual History. Cambridge: MIT Press. Deleuze, Gilles (2004) The Logic of Sense. London: Continuum Books. Derrida, Jacques (1996) Archive Fever: A Freudian Impression. Chicago: University of Chicago Press (try the first couple of chapters). Dreyfus, Hubert (1996) 'The current relevance of Merleau Ponty's Phenomenology of Embodiment' in Electronic Journal of Analytic Philosophy, Vol 4, Spring Druckrey, Tim and Weibel, Peter (2000) Net condition, art and global media. Cambridge and London: MIT Press. Druckrey, Tim with Ars Electronica (1999) Ars Electronica Facing the Future. Cambridge and London: MIT Press. Flaxman, Gregory (2000) The Brain is the Screen: Deleuze and the Philosophy of cinema. Minneapolis: University of Minneapolis Press. pp 91‐97 144 Grossberg, Larry (1992) 'Mapping popular culture' in We Gotta Get Out of this Place, London: Routledge. pp 70‐87 Haraway, Donna (1991), 'The Cyborg Manifesto', in Simians, Cyborgs and Women, London and New York: Routledge. Hayles, Katherine (1993) 'The Materiality of Informatics' inConfigurations Vol 1, No. 1, 147‐170 (my pagination is from the on‐line version) Hayles, N. Katherine (1999) How we become posthuman Chicago: Chicago University Press. pp 247‐282 Hershman Leeson, Lynn (ed) Clicking In, Hot links to Digital Culture. Seattle: Bay Press. pp.116‐123 Hillis, Ken (1999) Digital Sensation: Space, Identity, and Embodiment in Virtual Reality. Minneapolis: University of Minnesota PressÄ Hughes, Bob (2000), Dust or Magic: Secrets of Successful Multimedia Design, London: Addison Wesley. Irigaray, Luce (2004)The Way of Love. London: Continuum Books. Ito, Mizuko (1997) 'Virtually Embodied, The Reality ofÄ Fantasy in a Multi User Dungeon', in David Porter (ed) Internet Culture. London: Routledge. Jakob Nielsen (2000) Designing Web Usability: The Practice of Simplicity. Berkeley: New Riders Publishing. Jenkins, Henry (2006) Convergence culture: where old and new media collide. Cambridge: MIT Press. Jones, Steven (1998), Cybersociety Verson 2.0: Revisiting Computer‐Mediated Communication and Community. London: Sage.Ä Kac Eduardo (eds) (2004) Media Poetry: poetic innovation and new technologies, Routledge, London Kuhn, Annette (ed) (1999) Alien Zone II: The Spaces of Science Fiction Cinema. London: Verso. Lunenfeld, Peter (ed) (2000), The Digital Dialectic. Cambridge and London: The MIT 145 Press, London Lury, Celia (1993) Cultural Rights, Technology, Legality and Personality. London and New York: Routledge. (Chapters 6 and 7) Maffesoli, Michel (1996) The Time of the Tribes: The Decline of Individualism in Mass Society. London: Sage. Mansell, Robin and Collins, Brian (eds) (2004) Trust and Crime in Information Societies, London: Edward Elgar. Margaret Morse (1998) Virtualities: Television, Media Art, And Cyberculture Bloomington Bloomington: Indiana University Press. Ryan, Marie‐Laure (1999) Cyberspace Textuality Computer Technology and Literary Theory. Bloomington: Indiana University Press. pp 42‐60 Massumi, Brian (1995) 'The Autonomy of Affect' in Cultural Critique, Fall, 83‐109 McCullough, Malcolm (1996), Abstracting Craft, The Practiced Digital Hand. London: MIT Press. McQuire, Scott (2000) 'Impact Aesthetics: back to the Future in Digital Cinema?’ Convergence, 6:2, 2000, pp 207‐217 Morley, David and Robins, Kevin (1999) 'Reimagined Communities? New Media, New Possibilities' in Mackay, H and O'Sullivan, T (eds) The Media Reader, Continuity and Transformation. London: Sage. pp353‐365 Newman, James (2004) Video Games, chapter 5, video games, structure: levels, breaks and intermissions, Routledge, London Norman, Donald (1990), The Design of Everyday Things, Doubleday, New York Sontag, Susan (1973) On Photography. London: Allen Lane, London. Pierre Levy (1997) Becoming Virtual: Reality in the Digital Age New York: Plenum. Dovey, Jon (ed), Fractal Dreams: New Media in Social Context. London: Lawrence and Wishart,. Bender and Lury, Celia (ed) (1998), Prosthetic Culture, Photography, Memory and 146 Identity. London: Routledge. Rush, Micheal (1999) New Media in Late Twentieth Century Art. London: Thames. Silverstone, Roger (2006) 'Mediation and communication'. In C. Calhoun, C. Rojek, & B. S. Turner (eds.), The international handbook of sociology. London: Sage Publications . Stone, Allucquere Rosanne (1995), ‘In Novel Conditions: The Cross Dressing Psychiatrist’, in The War of Desire and Technology, MIT, London Virilio, Paul, (1995) 'Red Alert in Cyberspace' in Radical Philosophy, 74, Nov/Dec Zizek, Slavoj (2005) The Universal Exception. London and New York: Routledge. A selection of communications research journals Among the academic communication journals that emphasize theory are these: • Argumentation • Behaviour and Information Technology • Communication and Critical/Cultural Studies • Communication Quarterly • Communication Research Reports • Communication Research • Communication Studies • Communication Theory • Continuum ‐ Journal of Media and Cultural Studies • Critical Discourse Studies • Critical Studies in Media Communication • Discourse Studies • First Monday • Game Studies: The International Journal of Computer Game Research • Human Communication Research • Human Factors • Information, Communication & Society • International Communication Gazette • International Journal of Human‐Computer Interaction • Journal of Communication • Journal of Information Architecture 147 • Journal of Public Relations Research • Journal of Usability Studies • Mass Communication and Society • Media, Culture and Society • New Media and Society • Online Journalism Review • Political Communication • PR Reporter • Public Relations Quarterly • Qualitative Research Reports in Communication • Review of Communication • Rhetorica • Studies in Communication Sciences • Technical Communication • Word and Image Other online and offline publications tied to computation, digital art, digital media, user experience, human-computer interaction and interactive design also offer valuable information and personal networking opportunities for professionals in the field of interactivity. Deeper in this text is a collection of useful links to many organizations and publications that allow interactive media professionals to network and share information. WEB 2.0 Framework FWhj_Y_fWj_ed :[ Y[d jhW i >CEJIH Z h b_p W KI;H=;D;H7J;:9EDJ;DJ EF?D?EDI 7FFB?97J?EDI Z Wj d _e IZmi A^c`h LZWVeea^XVi^dch W d Ij >bV\Zh 8a^X`h L^Y\Zih B:8=6C>HBH J;9>DEBE=?;I MBA 6E>h 6?6M GjWndcGV^ah H;9EC8?D7J?ED BVh]jeh GZb^m^c\ 6\\gZ\Vi^dc :bWZYY^c\ 9EBB78EH7J?L;<?BJ;H?D= GVc`^c\ Egd[^aZXdggZaVi^dc IJHK9JKH;I ;da`hdcdb^Zh IV\XadjYh K^gijValdgaYh IOD:?97J?ED GHH :B:G<:CIDJI8DB:H dd [i i Ceij_dj[h[ij_d]X[Yec[il_i_Xb[ F[hiedWb_p[Zh[Yecc[dZWj_edi C[Wd_d]\kbYecckd_j_[i www.futureexploration.net C e Z kbW H[b[lWdjYedj[dj[Wi_bo\ekdZ ;d^WdY[ZkiWX_b_jo 9ebb[Yj_l[_dj[bb_][dY[ h_joKi[h b e 9 e dj h _j j d o E f[ IV\\^c\ GVi^c\h HdX^VaXdccZXi^dch hfh ;dj[ _i[ Ef[dm[X K^YZdh >ciZgVXi^kZbZY^V K^gijVaVgX]^iZXijgZ [ Z ? Published under a Creative Commons Attribution-ShareAlike 2.5 License WEB 2.0 Definitions TECHNOLOGIES Aggregation Bringing multiple content sources together into one interface or application. CHARACTERISTICS AJAX Participation Every aspect of Web 2.0 is driven by participation. The transition to Web 2.0 was enabled by the emergence of platforms such as blogging, social networks, and free image and video uploading, that collectively allowed extremely easy content creation and sharing by anyone. The business revolution in the computer industry caused by the move to the internet as platform, and an attempt to understand the rules for success on that new platform. Chief among those rules is this: Build applications that harness network effects to get better the more people use them. “Teaching “Don’t fight (…”harnessing collective intelligence.”) the machine.” the Internet.” - Tim O’Reilly - Michael Wesch - Eric Schmidt Standards Standards provide an essential platform for Web 2.0. Common interfaces for accessing content and applications are the glue that allow integration across the many elements of the emergent web. Decentralization Web 2.0 is decentralized in its architecture, participation, and usage. Power and flexibility emerges from distributing applications and content over many computers and systems, rather than maintaining them on centralized systems. Openness The world of Web 2.0 has only become possible through a spirit of openness whereby developers and companies provide open, transparent access to their applications and content. Modularity Web 2.0 is the antithesis of the monolothic. It emerges from many, many components or modules that are designed to link and integrate with others, together building a whole that is greater than the sum of its parts. “The Web as platform” - Richard MacManus “The participatory Web.” - Brad Decrem “An emerging networkcentric platform to support distributed, collaborative and cumulative creation by its users.” “Distributed technologies built to integrate, that collectively transform mass participation into valuable emergent outcomes.” - Ross Dawson, Future Exploration Network - John Hagel User Control A primary direction of Web 2.0 is for users to control the content they create, the data captured about their web activities, and their identity. This powerful trend is driven by the clear desires of participants. Identity Identity is a critical element of both Web 2.0 and the future direction of the internet. We can increasingly choose to represent our identities however we please, across interactions, virtual worlds, and social networks. We can also own and verify our real identities in transactions if we choose. Embedding Integrating content or an application into a web page, while the original format is maintained. Folksonomy Rich categorization of information that is collectively created by users, through tagging and other actions. (cf. taxonomy) “Web 2.0...is about making the Internet useful for computers” - Jeff Bezos “A collection of technologies - be it VoIP, Digital Media, XML, RSS, Google Maps… whatever …. that leverage the power of always on, high speed connections and treat broadband as a platform, and not just a pipe to connect.” - Om Malik The entire space of the World Wide Web open to anyone to access and participate. This has been the initial domain in which Web 2.0 technologies, applications, and attitudes have developed. Mashups Combination of different types of content or data, usually from different sources, to create something new. Remixing Extracting and combining samples of content to create a new output. The term was originally used in music but is now also applied to video and other content. RSS - Wikipedia Open web Enterprise API (Application Programming Interface) A defined interface to a computer application or database that allows access by other applications. “Ongoing transition of the World Wide Web from a collection of websites to a full-fledged computing platform serving web applications to end users” DOMAINS www.futureexploration.net (Asynchronous Javascript and XML) A combination of technologies that enables highly interactive web applications. (Really Simple Syndication) A group of formats to publish (syndicate) content on the internet so that users or applications automatically receive any updates. Ruby on Rails An open source web application framework that is frequently used in Web 2.0 website development. Tag cloud A visual depiction of tags that have been used to describe a piece of content, with higher frequency tags emphasized to assist content comprehension and navigation. Tagging Attaching descriptions to information or content. Virtual architecture The creation of avatars (alternative representations of people), buildings, objects, and other artefacts inside virtual spaces. Widget Small, portable web application that can be embedded into any web page. XML (eXtensible Markup Language) An open standard for describing data, which enables easy exchange of information between applications and organizations. Inside the firewalls of organizations and their business partners. The power of Web 2.0 technologies, originally developed on the open web, are now being applied within enterprises to enhance performance and achieve business outcomes. This domain is sometimes termed Enterprise 2.0. Published under a Creative Commons Attribution-ShareAlike 2.5 License WEB 2.0 Landscape WEB APPLICATION Widget/ component Aggregation/ recombination CONTENT SHARING RECOMMENDATIONS/ FILTERING Rating/ Tagging Collaborative filtering SOCIAL NETWORK Note: Each of these Web 2.0 applications has multiple functionality – for each service the primary positioning has been used www.futureexploration.net Published under a Creative Commons Attribution-ShareAlike 2.5 License Future Exploration Network ABOUT FUTURE EXPLORATION NETWORK FUTURE OF MEDIA SUMMIT 2007 Future Exploration Network (FEN) assists major organizations globally to gain insights into the future and develop strategies that create competitive advantage. Its unique services are delivered from its deep in-house expertise, complemented by its network of global best-of-breed experts. Following the striking success of the inaugural Future of Media Summit in 2006, the Future of Media Summit 2007 will be held simultaneously on July 18 in Sydney and July 17 in Silicon Valley. This unique half-day (Australia) / evening (US) event explores the critical issues confronting the current and emerging worlds of media. Clients of FEN’s key executives include AXA, CNET, Coca-Cola, Deutsche Telekom, Ernst & Young, Macquarie Bank, Microsoft, Morgan Stanley, News Corporation, SAP, Toyota, Unilever, and Virgin. Review of Future of Media Summit 2006 FEN applies a range of tools and approaches to assist its clients to develop clear, actionable strategies in highly uncertain environments. We have deep expertise in applying scenario planning to build robust strategies. The Future of Media Summit 2006 was the first conference globally to use video links to join panels on different continents in a simultaneous discussion of key issues. Participating thought leaders included Chris Anderson, editor-in-chief of Wired magazine and author of the bestselling The Long Tail, John Hagel, author of Net Worth, Craig Newmark, founder of Craigslist, David Sifry, CEO of Technorati, Jack Matthews, CEO of Fairfax Digital, Ray Kotcher, Global CEO of Ketchum PR, and many other media leaders. The Future of Media Report 2006 has been downloaded over 45,000 times, generated commentary in seven languages across 20 countries, and been reprinted in several magazines globally. Research Future of Media Summit 2007: Themes and Speakers SERVICES Strategy consulting Deep research into technological, social, and business trends supports clients’ strategic thinking, decisions, and implementation. Technology landscapes help organizations to plan long-term positioning, product development, and technology strategies. Thought leadership content FEN creates content for leading organizations that will reach and engage attention-poor senior executives and support key messages on technology and business trends. These can be delivered in a wide variety of content formats, including print, presentations, documents, audio, video, and flash, and delivered so they reach target audiences. Summit themes include: • Michael Birch, CEO, Bebo • Exploring new business models • Gabe Rivera, CEO, Techmeme • Tapping the power of influence networks • Jeremy Liew, Partner, Lightspeed Ventures • Global strategies for media • Ian Smith, CEO, Yahoo!7 • Mobility, shifting, and new media channels Keynote speeches and executive workshops can be delivered by key FEN executives Ross Dawson, Richard Watson, or other world-class presenters from our network to stimulate, provoke, entertain, and provide input into specific strategic decisions. • Foad Fadaghi, Technology Editor, BRW • Damian Smith, General Manager – Digital, Channel 10 • Harold Mitchell, Chairman, Mitchells & Partners Events CONTACT US Future Exploration Network Level 14, 309 Kent St Sydney NSW 2000 [email protected] Sydney: +61-2 9994 8011 San Francisco: +1 (415) 315 9566 London: +44 (0)20 8133 3688 www.futureexploration.net • Wendy Hogan, Managing Director, CNET Australia • Senator Stephen Conroy, Shadow Minister for Telecommunications and IT Presentations and workshops FEN creates focused, relevant, highly interactive conferences and events that bring together the best minds in the field. FEN organizes both public events, and custom-designed events for key sponsors. Confirmed speakers include: • User generated content meets mainstream media Future of Media Summit 2007: Content • Ross Dawson, Chairman, Future Exploration Network The Future of Media Summit is as much about generating freely available quality content on the future of media, as it is a physical and virtual event. Content created for the Summit will include the Future of Media Report 2007, incorporating contributions from our research partners, a Future of Media podcast/ videocast series, and multimedia “Thought Pieces” by speakers and event partners. For registration, Future of Media research, and partnership opportunities: www.futureexploration.net/fom07 Future of Media Summit 2007: Partners page Pages are the fundamental unit of presentation on the Web, not (necessarily) a unit of implementation -- one page in your diagram may correspond to multiple HTML files (as in a frameset interface) or multiple units of code (as in a server-side include or database-driven implementation). file Files are parcels of data without navigational properties. They are delivered to the user for use outside a Web browser environment (such as audio or video files, stand-alone documents like PDFs, or executables). conditional area A conditional area is used when one or more conditions applies to a group of pages. Conditional areas are applied most commonly in situations involving access permissions, such as when a valid login or encrypted (SSL) connection is required. Conditional areas are associated with a result generated in the event that the condition(s) are not fulfilled. page stack A page stack indicates a group of functionally identical pages whose navigational properties are immaterial to the macrostructure of the site. flow area A flow area encloses a sequence of steps (like a login procedure, for instance) that will appear repeatedly in different contexts throughout the design, analogous to a programming procedure. Flow areas require the use of two special types of continuation points: entry points and exit points. file stack A file stack represents a group of files that receive identical navigational treatment and can be classified as a single entity (such as a collection of downloadable games or a library of PDF instruction manuals). flow reference A flow reference serves as a sort of "placeholder" for a flow in every context in which it is repeated. Both the flow area and flow reference elements have the same basic shape, a rectangle with the corners clipped off. continuation Continuation points allow us to separate our diagrams into easily digestible sections, we use continuation points to bridge the gaps between sections. A single continuation point may list one or more sources or destinations as needed. The choice of orientation is a matter of the architect's aesthetic judgment. concurrent set A concurrent set is used in cases where a user action generates multiple, simultaneous results (such as spawning a pop-up window at the same time a page is loaded in the main window, or displaying a page while a file is being downloaded). Upstream elements connect to the curved side; downstream elements connect to the flat side. connectors Relationships between elements are depicted with simple lines. Connectors use arrows to convey directionality, indicating how the user will move through the system. We use a crossbar on the opposite end of the arrow to prohibit upstream movement. decision point A decision point is used to model when one user action may generate one of a number of results, and the system must make a decision about which result is to be presented. Note that arrows must be used in conjunction with decision points to clarify whether associated elements are upstream or downstream from the decision point. conditonal connectors A conditional connector is used when a path may or may not be presented to the user depending upon whether one or more conditions are met. Conditional connectors use arrows to convey directionality, indicating how the user will move through the system. We use a crossbar on the opposite end of the arrow to prohibit upstream movement. conditional branch A conditional branch is when the system (not based on user action) must select one path among a number of mutually exclusive options to be presented to the user. Upstream elements connect to one point of the triangle; downstream elements connect to the opposite side. area An area is used to identify a group of pages that share one or more common attributes (such as appearing in a pop-up window, or having some unique design treatment). Use labels to identify these attributes or (as with connectors), refer to notes elsewhere in the document if you have a lot to say. conditonal selector Conditional selectors function much like the conditional branch, with one important difference: with the selector, the various downstream paths are not mutually exclusive. Any number of the paths that fulfill the condition(s) may be presented to the user (e.g. search results.) iterative area Iterative areas are used to represent architectures that involve repeating the same basic structure as it is applied to a number of functionally identical information elements. For example, you may have a product catalog in which each product has a number of pages associated with it. cluster A cluster is used when a system can present more than one path based upon certain conditions. The cluster can appear downstream from either a conditional branch or a conditional selector. For example if the attribute being evaluated has value x, the user sees a path to page B; but if the attribute has value y, the user sees paths to both page C and page D. Visual Vocabulary Quick Reference http://www.jjg.net/ia/visvocab/ IA Visual Vocabulary Cheat Sheet Conditional Elements Conditional elements are useful for showing how the information architecture varies depending on conditional logic (system evaluates attributes such as user type, login status or subject matter in order to create user paths). Conditional Connector: System may or may not provide path to user (based on preexisting conditions) Web page Web page Web page Conditional Area: One or more conditions applies to a group of pages. These areas are associated with a result generated if conditions not fulfilled. Decision Point: User action may generate one of a number of results for a given path. JavaScript required Web page Error page Web page Error page Login Member page Concurrent Set: User action generates multiple, simultaneous results. File download Web page Install instructions Conditional Branch: Same as decision point, but system decides result previous to user action (a single path is presented to user). Conditional Selector: Same as branch, but paths are not mutually exclusive. For members Web page For new users Result 1 Search results Result 2 Cluster: System allows more than one path for certain conditions. Appears downstream from conditional. For members Web page For new users 1 For new users 2 Created by Scott Larson ([email protected]). Based on work by Jesse James Garrett <http://www.jjg.net/ia/visvocab/> metafilter.com page 1 logout (1f) home customize login new user post topic (1a) search archive index results archive by month (1b) edit user prefs login/register post new topic continue to: about changelog metatalk revise prefs new prefs confirmed preview post NOTES (1a) If user is logged in, return edit user prefs. If user is not logged in, return login. (1b) If user is logged in, return post new topic. If user is not logged in, return login. (1c) Display links to topics posted in the last n days, where n is defined in user prefs. For users not logged in, n=7. (1d) Display links to topics matching search criteria. (1e) Display links to topics posted in selected month. (1f) If user is logged in, logout function is available. (1c) (1d) (1e) continue to: thread Jesse James Garrett http://www.jjg.net/ia/visvocab/ metafilter.com page 2 entry points: home decision (1a) decision (1b) login/register login entry point: home register (2a) registration confirmed exit point: edit user prefs NOTES (2a) If login info is valid, return login confirmed. If login info is invalid, return login. login confirmed exit point: home Jesse James Garrett http://www.jjg.net/ia/visvocab/ metafilter.com page 3 continue from: selector (1c) selector (1d) selector (1e) continue from: home post comment about changelog thread metatalk (3a) pop-up window posting guidelines spellcheck report check spelling on comment approve comment revise comment preview comment NOTES (3a) Functionality for the MetaTalk area is not documented in this diagram. Jesse James Garrett http://www.jjg.net/ia/visvocab/ The Nine Pillars of Successful Web Teams project management Jesse James Garrett <[email protected]> 9 July 2003 The most successful Web teams build their team structures and their processes on these nine essential competencies: Project Management: The hub that binds all the tactical competencies together as well as the engine that drives the project forward to completion, project management requires a highly specialized set of skills all its own. Neglecting this area often results in missed deadlines and cost overruns. Concrete Design: Before the abstract design can become a fully realized user experience, you must determine the specific details of interfaces, navigation, information design, and visual design. This realm of concrete design is essential to creating the final product. technology implementation Content Production: Knowing what content you need isn't enough. You also need to know how you'll produce it. Gathering raw information, writing and editing, and defining editorial workflows and approvals are all part of content production. Technology Implementation: Building technical systems involves a lot of hard work and specialized knowledge: languages and protocols, coding and debugging, testing and refactoring. The more complex your site, the more important a competency in technology implementation becomes. Content Strategy: Content is often the reason users come to your site. But what content can you offer to meet your users' expectations? How much content is appropriate, and what form should it take? What style or tone should it have? Before you can produce that content, you need to answer fundamental content strategy questions such as these. Technology Strategy: Web sites are technologically complex, and getting more intricate all the time. Identifying the technology strategy for the site – platforms, standards, technologies, and how they can all interoperate – is essential to avoiding costly mistakes. Site Strategy: Defining your own goals for the site can be surprisingly tricky. Arriving at a common understanding of the site's purpose for your organization, how you'll prioritize the site's various goals, and the means by which you'll measure the site's success are all matters of site strategy. User Research: User-centered design means understanding what your users need, how they think, and how they behave – and incorporating that understanding into every aspect of your process. User research provides the raw observations that fuel this insight into the people your site must serve. adaptive path http://www.jjg.net/ia/pillars/ http://www.adaptivepath.com/ strategic Abstract Design: Information architecture and interaction design translate strategic objectives into a conceptual framework for the final user experience. These emerging disciplines addressing abstract design are increasingly recognized for their value in the Web development process. content production abstract bstra design d technology strategy content strategy site strategy trateg user research tactical concrete design d i THE CHARACTERISTICS & PRINCIPLES OF USER EXPERIENCE Richard Dalton, July 22nd, 2009 mauvyrusset.com In his closing plenary at the 2009 IA Summit in Memphis, Jesse James Garrett challenged the attendees to develop a language of critique for user experience. “Useful, Usable and Desirable” have long been touted as the signs of a “good” user experience, however, they’re too abstract to be useful criteria. This - the first in a three-part diagram - introduces the concepts of characteristics and principles, while the second and third parts provide definitions and examples. CHARACTERISTICS PRINCIPLES char-ac-ter-is-tic: adj. A feature that helps to distinguish a person or thing; distinctive prin-ci-ple: n. A fundamental, primary, or general law or truth from which others are derived These characteristics define what a user experience is trying to be (think of the chemical bases of DNA). These principles define how an experience is constructed (think of the double helix of DNA). The extent to which an experience leverages each of these characteristics is entirely dependent on the user needs and business goals. An experience must consider and excel at each of these principles to be useful, usable and desirable. INFORMATIONAL CONNECTED ACTIONABLE SOCIAL CONTROLLABLE PERSONAL SCOPED LEARNABLE RELEVANT COMPREHENSIBLE AESTHETIC CONFIGURABLE ADAPTIVE PLAYFUL IMPARTIAL This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. THE CHARACTERISTICS* OF USER EXPERIENCE Richard Dalton, July 22nd, 2009 mauvyrusset.com *char-ac-ter-is-tic: adj. A feature that helps to distinguish a person or thing; distinctive In his closing plenary at the 2009 IA Summit in Memphis, Jesse James Garrett challenged the attendees to develop a language of critique for user experience. “Useful, Usable and Desirable” have long been touted as the signs of a “good” user experience, however, they’re too abstract to be useful criteria. This - the second in a three-part diagram - defines the characteristcs that describe the building blocks of an experience, its DNA. The extent to which an experience chooses to leverage each of these characteristics is entirely dependent on the user needs and business goals. Google chooses to be very brief in their search results. Only a page title, brief sentence and URL are shown. A research / educational experience like Wikipedia is mostly passive. The actions available are limited to editing, changing language, contacting, etc. Performing a search on Google is a totally individual experience. No capabilities are provided to interact with other users. Wikipedia entries are generic. They are identical to all users and show no personal data. Basecamp tries to be the “best product possible with the least number of features”. Its narrow scope intentionally does “less than the competition”. flickr’s organizer tool is optimized for repeated, expert, use by self-directed users. CNN.com is a fixed experience. The contents and layout cannot be changed by the user (the single exception is the U.S. vs Int’l edition) Most sites on the web are static and non-adaptive, even those that offer personalized content (see above) like Facebook, Myspace and YouTube. The New York Times is a very serious experience with very limited use of gaming principles or techniques. Edmunds.com strives to be unbiased in its reviews of cars and related products and services. BRIEF PASSIVE INDIVIDUAL GENERIC NARROW SELF DIRECTED FIXED STATIC SERIOUS UNBIASED INFORMATIONAL What degree of information does the experience provide? ACTIONABLE To what degree does the experience support taking action? SOCIAL To what degree does the experience support interaction between users? PERSONAL To what degree does the experience provide data specific to a single user? SCOPED What degree of functionality does the experience provide? LEARNABLE To what degree does the experience help inexperienced users? CONFIGURABLE To what degree is the experience customizable by a user? ADAPTIVE To what degree does the experience adapt itself for time, context or users? PLAYFUL To what degree does the experience encourage play? IMPARTIAL To what degree does the experience seek to influence the user? THOROUGH Wikipedia chooses to be very thorough with their entries. Their mission, after all, is to be encyclopedic. ACTIVE The goal of an e-commerce experience like Amazon is to actively encourage users to take action. Almost any action related to a product is supported. GROUP A social networking experience like Facebook is full of capabilities to allow users to communicate with each other through groups. SPECIFIC Gmail’s “content” is personal and specific to each user - their email, contact lists, etc. BROAD Microsoft Project’s “robust” approach to project management includes a broad range of almost every PM feature in existance. HELPFUL TurboTax is optimized for infrequent use. It is designed to offer extensive help for users not familiar with the process or terminology. CHANGEABLE DYNAMIC FUN INFLUENTIAL BBC.com allows the user to change the contents and layout of the experience to suit their needs and preferences. There are very few examples of highly adaptive, dynamic online experiences. Stephen Anderson, however, talks about it extensively, http://is.gd/1FwiG Facebook engages users with many fun games, quizes and activities. E-commerce experiences like fordvehicles.com seek to influence their users in a certain direction (buying the product!) This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License. THE PRINCIPLES* OF USER EXPERIENCE Richard Dalton, July 22nd, 2009 mauvyrusset.com *prin-ci-ple: n. A fundamental, primary, or general law or truth from which others are derived In his closing plenary at the 2009 IA Summit in Memphis, Jesse James Garrett challenged the attendees to develop a language of critique for user experience. “Useful, Usable and Desirable” have long been touted as the signs of a “good” user experience, however, they’re too abstract to be useful criteria. This - the third in a three-part diagram - defines the principles that drive how experiences are constructed, those things all user experiences must consider and excel at to be useful, usable and desirable. Google maps is more than “just a map”. It has connections to user generated maps, photos, restaurant reviews and more. Google Maps is an excellent example of immediate feedback as you control the position and zoom level of the map. maps.google.com CONNECTED maps.google.com A good user experience satisfies by supporting expected connections between objects and activities and delights by revealing unexpected ones. Netflix successfully connects pieces of its experience across channels (web, email, mail) to create a coherent system. PicLens’ image browsing experience provides intuitive ways to control the motion and zooming of the “wall” . www.piclens.com netflix.com CONTROLLABLE A good user experience provides an appropriate and intuitive degree of control. RELEVANT A good user experience is relevant to user needs, business goals, the date/time and the environment. COMPREHENSIBLE A good user experience allows a user to perceive what is meant and grasp the information conveyed. AESTHETIC A good user experience is aesthetically appropriate, encouraging enjoyable sensations and emotions. Google’s sparse homepage maintains its focus on search, the thing most relevant to its users. Their holiday logos also add a sense of timeliness. google.com The Crisis of Credit video makes a complicated topic comprehensible by using simple language, analogies and humor. www.crisisofcredit.com mint.com’s soothing and refreshing aesthetic implies a new, credible method of easily managing your finances without stress. mint.com Wikipedia entries are sometimes updated within seconds of an event happening, providing highly detailed, relevant (and ad free) information to users. TurboTax’s use of progressive disclosure, simple language and embedded help makes the tax system easier to comprehend. turbotax.com The iPhone’s sleek aesthetic with Apple’s iconic “rounded corners” permeating the casing and interface implies “simple yet sophisticed”. apple.com/iphone wikipedia.org This work is licensed under a Creative Commons Attribution-Share Alike 3.0 License.