ArticleslgStudy

science

Interactivity

Interactivity is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Interactivity rather than just read about it. In short: Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity". However, most definitions are related to interaction between users and computers and other machines through a user interface.

Interactivity — main illustration
Interactivity — illustration

Key takeaways

  • Interactivity belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Interactivity to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Interactivity from memory before moving on to harder problems.

Reference excerpt

Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity". However, most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels:

Not interactive, when a message is not related to previous messages. Reactive, when a message is related only to one immediately previous message. Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research has made a strong distinction between interaction and interactivity. As the suffix 'ity' is used to form nouns that denote a quality or condition, this body of research has defined interactivity as the 'quality or condition of interaction'. These researchers suggest that the distinction between interaction and interactivity is important since interaction may be present in any given setting, but the quality of the interaction varies from low and high.

Human to human communication Human communication is the basic example of interactive communication which involves two different processes; human to human interactivity and human to computer interactivity. Human-Human interactivity is the communication between people. The word interactivity is related to and stems from the term interaction used by sociologists, which is the actions of at least two individuals who exchange or interplay. It requires levels of messages that respond to previous messages. Interactivity also refers to a communication systems ability to "talk back". On the other hand, human to computer communication is the way that people communicate with new media. According to Rada Roy, the "Human Computer interaction model might consists of 4 main components which consist of human, computer, task environment and machine environment. The two basic flows of information and control are assumed. The communication between people and computers; one must understand something about both and about the tasks which people perform with computers. A general model of human - computer interface emphasizes the flow of information and control at the human computer interface." Human to Human interactivity consists of many conceptualizations which are based on anthropomorphic definitions. For example, complex systems that detect and react to human behavior are sometimes called interactive. Under this perspective, interaction includes responses to human physical manipulation like movement, body language, and/or changes in mental states.

Human to artifact communication In the context of communication between a human and an artifact, interactivity refers to the artifact's interactive behaviour as experienced by the human user. This is different from other aspects of the artifact such as its visual appearance, its internal working, and the meaning of the signs it might mediate. For example, the interactivity of an iPod is not its physical shape and colour (its so-called "design"), its ability to play music, or its storage capacity—it is the behaviour of its user interface as experienced by its user. This includes the way the user moves their finger on its input wheel, the way this allows the selection of a tune in the playlist, and the way the user controls the volume. An artifact's interactivity is best perceived through use. A bystander can imagine how it would be like to use an artifact by watching others use it, but it is only through actual use that its interactivity is fully experienced and "felt". This is due to the kinesthetic nature of the interactive experience. It is similar to the difference between watching someone drive a car and actually driving it. It is only through the driving that one can experience and "feel" how this car differs from others. New Media academic Vincent Maher defines interactivity as "the relation constituted by a symbolic interface between its referential, objective functionality and the subject."

Computing science The term "look and feel" is often used to refer to the specifics of a computer system's user interface. Using this metaphor, the "look" refers to its visual design, while the "feel" refers to its interactivity. Indirectly this can be regarded as an informal definition of interactivity. For a more detailed discussion of how interactivity has been conceptualized in the human-computer interaction literature, and how the phenomenology of the French philosopher Merleau-Ponty can shed light on the user experience, see (Svanaes 2000). An IBM study in the early 1980s found that productivity on a computer is highest when the graphical screen updates in one half second or faster; between one half second to three quarters of one second, productivity greatly decreases. In computer science, interactive refers to software which accepts and responds to input from people—for example, data or commands. Interactive software includes most popular programs, such as word processors or spreadsheet applications. By comparison, noninteractive programs operate without human contact; examples of these include compilers and batch processing applications. If the response is complex enough it is said that the system is conducting social interaction and some systems try to achieve this through the implementation of social interfaces.

… excerpt ends here. Continue reading the full article.

Illustrations

Interactivity: Human interactivity
Human interactivity

Worked examples

Example 1 — a first encounter with Interactivity

Start with the simplest possible case. Write down what Interactivity claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Interactivity before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Interactivity ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Interactivity

In research
Interactivity appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Interactivity in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Interactivity is common in secondary-school and first-year university syllabi. It links to neighbouring topics Interactivity, so understanding it makes those chapters shorter.
In everyday life
Look for Interactivity outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
Ask Teacher Smith questions about this articleOpens your AI tutor with a question about “Interactivity” →

Affiliate

Preply — study more efficiently by working with a personal tutor. 50% off.

How to study Interactivity in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Interactivity means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Interactivity out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Interactivity in simple terms?

Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity". However, most definitions are related to interaction betwee…

Why does Interactivity matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Interactivity?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Interactivity.

Tags

  • Interactivity

Keep exploring