INTERACTIVE MULTIMEDIA
Multimedia is content that uses a combination of different content forms such as text, audio, images, animations, video and interactive content. Multimedia contrasts with media that use only rudimentary computer displays such as text-only or traditional forms of printed or hand-produced material.
Multimedia can be recorded and played, displayed, interacted with or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance. Multimedia devices are electronic media devices used to store and experience multimedia content. Multimedia is distinguished from mixed media in fine art; for example, by including audio it has a broader scope. In the early years of multimedia the term "rich media" was synonymous with interactive multimedia, and "hypermedia" was an application of multimedia.
EXAMPLES OF MULTIMEDIA
EXAMPLE VIDEOS
INTERACTIVITY
Abstract
Multimedia systems have so far been presented as information presenting programmes. The designer of a system has some message or information to convey to his potential clients. He therefore organises this information to its best advantage, that is the way in which it is most persuasively and clearly presented. The organisational tasks will include deciding how to present each piece of information as a multimedia object and how to allow the client to navigate between the objects. The designer will use the design tools discussed in earlier chapters to integrate his objects into a coherent presentation. The tool he uses will create the presentation according to the designer’s intentions. A limited amount of client interaction with the presentation is possible, just sufficient to enable the client to navigate his way through it. Whilst the format of this interactivity can appear to be sophisticated, in reality there is no more to it than selecting options by pressing a button. In essence, all currently available multimedia systems are concerned with presenting information.
MULTIMEDIA CONTENT/RICH CONTENT IN THE ONLINE ENVIRONMENT AND USER EXPERIENCE
User experience can be defined as what impact's on the user's perception of something, i.e. it relates to more subjective and emotional aspects. Philipps and Chaparro (2009), based on experimental research, argue that “An attractive homepage entices users to view more of the site and creates feelings of interest and initial satisfaction. If the homepage is unattractive, users do not appear to be interested, nor do they desire more interaction with the site. Designers must develop a homepage that not only attracts user’ attention but also engages them. This research suggests that an attractive site is more likely to pull in users than an unattractive site regardless of how well it is designed from a usability standpoint. An unattractive site, despite high usability, does not attract user interest and maintains low satisfaction.”.
“Experience is an almost overwhelmingly rich concept, with a long history of debate and many attempts to "define" it (Jay, 2004). I primarily focus on experiences as meaningful, personally encountered events (in German: "Erlebnis") and not so much on the knowledge gained through these events (in German: "Erfahrung"). These experiences are memorized stories of use and consumption and distinct from the immediate moment-by-moment experience (e.g., Forlizzi & Battarbee, 2004; Kahneman, 1999). While the immediate moment-by-moment experience is certainly interesting, memorized experience is of more practical relevance. This is simply because most of our waking time, we are feasting on vivid memories of the past (or anticipations) rather than on immediate pleasures.”
Toward the conclusion in this Hassenzahl then defines experience with a simple three level conceptual model: The Why, the what and the how. “It starts from the Why, tries to clarify the needs and emotions involved in an activity, the meaning, the experience. Only then, it determines functionality that is able to provide the experience (the What) and an appropriate way of putting the functionality to action (the How). Experience Design wants the Why, What and How to chime together, but with the Why, the needs and emotions, setting the tone”.
The goal of user experience design (UXD) can, according to be derived from socio-psychological scientist Kurt Lewin's equation of behaviour: B = f (P,E) ( B – Behaviour; f – Function; P – Person; E – Environment ).
See also: Interaction design, user experience and usability (overview article), usability, User interaction and user interface design
Definition - What does Web 3.0 mean?
Web 3.0 is slated to be the new paradigm in web interaction and will mark a fundamental change in how developers create websites, but more importantly, how people interact with those websites. Computer scientists and Internet experts believe that this new paradigm in web interaction will further make people's online lives easier and more intuitive as smarter applications such as better search functions give users exactly what they are looking for, since it will be akin to an artificial intelligence which understands context rather than simply comparing keywords, as is currently the case.