IPCT: Interpersonal Computing and Technology: An Electronic Journal for the 21st Century

Interpersonal Computing and Technology: An Electronic Journal for the 21st Century - ISSN: 1064-4326

 AECT-Association for Educational Communications and Technology

April 1997 - Volume 5, Number 1-2, pp. 19-36

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COGNITIVE ISSUES IN THE DESIGN AND DEPLOYMENT OF INTERACTIVE 
HYPERMEDIA: IMPLICATIONS FOR AUTHORING WWW SITES

Samuel Ebersole, MA
University of Southern Colorado
Media cognition, the study of the mental processes engaged by 
interaction with the media, is a topic of great interest to 
psychologists, sociologists, educators, communication theorists, 
and media practitioners. Much research has been conducted in the 
areas of perception, sensory stimulation, memory and recall, and 
media effects. Researchers have studied how a reader engages the 
pages of a newspaper or magazine (e.g., Garcia & Stark 1991; Utt & 
Pasternack 1989), and the mental processes and effects of viewing 
film and television programs (e.g., Bandura, 1994; Graber, 1990; 
Grimes, 1990; Reeves & Anderson, 1991). However, because of the 
relatively short history of computer based interactive multimedia, 
research into the cognitive processes engaged by these new 
interactive, non-linear, multi-sensory, digital media is in short 
supply [1].

The rapid growth of interactive multimedia is creating new markets 
and opportunities for media professionals. Delivered over local 
area networks (LANs), the Internet, or on optical disk, and 
displayed on a PC monitor, interactive media take on many forms 
and serve a variety of purposes. Video games, edutainment, 
computer-based training (CBT), advertising and promotions are just 
some of the applications for this new medium. With global annual 
sales exceeding $15 billion, multimedia CD-ROMs and videogames 
generate revenues that far surpass those generated by the  feature 
film industry (Miles, 1996). Political and popular support for the 
Information Superhighway and the convergence of the 

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telecommunications, television, publishing, and entertainment 
industries is reflected in the meteoric growth of the Internet. 
All of these point to new and growing markets for interactive 
multimedia.

Designing effective interactive media can be a daunting 
proposition. In addition to the collection and organization of 
useful content the interactive multimedia designer must create a 
user interface that facilitates access to the content. This 
interface should be crafted with careful attention to the mental 
processes that the user is likely to employ. Issues surrounding 
the attention, comprehension, and memory of information seekers 
using interactive multimedia are complex and compelling. 
Interactive media designers would do well to consider the 
literature of cognitive psychology, human factors, 
psycholinguistics, semiotics and communication theory.[2]. System 
design should result in an interface that is easy to learn, 
effective, and pleasant to use (Molich & Nielsen, 1990, p. 338). 
Recker (1995) argued that "hypermedia systems" and the "indices 
and structure of the system should be based on cognitive aspects 
of the users of that information." [2] According to Recker, how 
the user interacts with the media environment and the user 
interface should be based on cognitive theory. Preece (1993) 
argued that human-computer interaction must take into account 
psychological limitations such as; memory load, perception, and 
attention (p. 139).

This paper will attempt to define interactive media and will 
consider the design of interactive hypermedia from the perspective 
of the cognitive processes engaged by the authors and users of the 
system's architecture and content. Special emphasis will be given 
to the World-Wide Web (WWW) as an example of interactive 
hypermedia and examples will be presented with references to 
Netscape Navigator, a popular WWW browser.

Definitions

The terms hypertext, hypermedia, and interactive multimedia are 
frequently used interchangeably. Regardless of the term, the 
concept is one that is best understood as the merging of formerly 
separate media in a manner that allows associations or links 
between the various elements. Text, graphic images, audio, video, 
and animation-all in digital form-make up the form and functional 
elements of this new medium. The inevitable digitization of media 
and the rapid growth of computer networks allows storage and 
retrieval of digital material, local or remote, in a way that 
presents the material to the user in response to the users 
choices. This interactivity, made possible by random access 
afforded by disc-based storage and by the use of a computer as the 
common interface, is what sets hypermedia apart from former 
attempts to combine and integrate various media.

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Interactivity

Interactivity implies a dialogue between two parties. According to 
Steuer (1992), "interactivity is the extent to which users can 
participate in modifying the form and content of a mediated 
environment in real time" (p.84). Interactivity, in the context of 
interactive multimedia, is the functionality afforded by a system 
that responds to the user. Choices made by the user determine the 
"system's" response to the input and the next bit of information 
presented for consideration.

Interactive multimedia has received renewed attention and exposure 
through the rising popularity of the Internet, and more 
specifically, the World-Wide Web (WWW). The WWW, with an estimated 
50 million home pages, is the largest hypertext document of all - 
incorporating text, graphics, audio, video, and animation, tying 
all of these elements together with dynamic linking. While still 
very much an evolving medium, the explosive growth of WWW sites 
for educational, commercial and personal interests has breathed 
new life into the study and application of interactive media.[3]

Hypertext

Hypertext is a term first coined by Theodor Nelson, a self-
described "rogue philosopher and film-maker," [4] in 1965. 
Hypertext documents are nonsequential, e.g., the reader can 
explore the content in whatever order desired. Units of 
information, or "nodes," are connected by "links." Nodes hold 
"chunks" of content and may be defined by fixed frames or sections 
of content within a scrolling window. Links provide context for 
the content. Links may be part of the content, e.g., a word may 
also be a link to take the user to a related node, or may be a 
separate icon or menu item. A linked portion of text may be 
indicated by its style, color, or by the fact that the cursor 
changes as it passes over the link. This node and link structure 
allows authors and readers to create associations between related 
units of information that make sense to them.[5] The term 
hypermedia is simply an expansion of the concept of hypertext to 
include other forms of digital information, e.g., graphic images, 
audio, video, and animation.

The linking of associated ideas in hypertext and hypermedia is 
analogous to the way that the human brain functions for memory and 
recall. If the computer is, in McLuhanesque terminology, an 
extension of the human brain, hypertext and hypermedia describe 
the process by which ideas are categorized and linked by 

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associative indexing. A simplified description of human memory 
uses familiar terms to describe the linking association of new 
sensory stimuli, or "chunks" of information, with formerly 
processed information. Bush (1945) may have originated this line 
of reasoning when he wrote:
The human mind...operates by association.  With one item in its 
grasp, it snaps instantly to the next that is suggested by the 
association of thoughts, in accordance with some intricate web of 
trails carried by the cells of the brain.
The Interface

If an interface is defined as where two different worlds meet, it 
would appear that the more dissimilar the two worlds the greater 
the need for a well designed interface. The study of user 
interface is known by a variety of terms; e.g., human-computer 
interaction (HCI), human factors, and ergonomics. Advanced 
graphical user interfaces (GUIs) such as Windows and the Macintosh 
OS have evolved over years of research and testing.[6]

Interactive media are different from other, more familiar media in 
the degree of contact between the user of the medium and the 
mechanism that delivers that content. Newspaper readers hold a 
newspaper, turn pages, and fold in under their arms. Television 
viewers flip between channels with a remote control and 
occasionally adjust the volume. In contrast, users of computer-
based interactive media are constantly clicking with a mouse or 
keyboard, selecting icons, opening windows, and otherwise 
interacting with the hardware and software interface. Computer-
based delivery technology requires a more active consumer than 
does traditional media.

Frequently this required activity is detrimental to the process, 
especially for users with little experience. For many users the 
interface employed by computer-based interactive media is 
confusing and opaque. Interface tools used for interactive media 
include the keyboard, mouse, touch screen, and joystick. For more 
advanced applications, such as virtual reality, users put on a 
data glove, eye-tracking goggles or helmet and even a full-body 
suit. The Holy Grail of interactive multimedia interface design is 
to achieve a level of transparency that approaches that of more 
traditional media. Human-computer interaction is an issue that 
will continue to require considerable resources and attention if 
interactive media are to thrive.

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Cognitive Issues

As mentioned earlier, effective design of interactive multimedia 
will take into account the cognitive experience of the end user. 
Key issues to be considered include local and global coherence and 
cognitive overhead. Turing et. al. (1995) proposed that the 
relationship between cognition and hypermedia first consider two 
different approaches to current hypermedia usage. The first is the 
unstructured navigation through "browsable databases," while the 
second employs the guided experience of progressing through 
"electronic documents" (p. 57). According to Turing et. al., the 
former provides greater access to  disparate information while the 
latter provide greater opportunity for structured learning. It is 
this second approach to which interactive media authors apply 
theories of coherence and cognitive overhead as they relate to 
user comprehension. By increasing coherence, e.g. "facilitating 
the construction of semantic relations between information units," 
and minimizing cognitive overhead, e.g., "freeing processing 
capacities that otherwise would have been bound by orientation, 
navigation, and user-interface adjustment," interactive multimedia 
authors can increase the effectiveness of their product (p. 61). 
Wright (1993) suggested that the reader's consideration of 
"cognitive cost" might play a role in determining under what 
conditions to follow a hypertext link (p. 140).

Increasing local coherence of text-based information is achieved 
by using established rules of grammar and compositions, and by 
limiting the appearance of fragmentation (p. 58). The nature of 
interactive hypermedia is one of fragments of interrelated data. 
However, to increase local coherence one needs to minimize the 
appearance of fragmentation. In a hypertext document, one way to 
achieve this is to provide clues as to where a link will take the 
user. An unidentified link in the middle of a node creates a 
situation where the reader is given the choice of ignoring the 
link or blindly following the link and in doing so surrendering 
control to the document's author. As an alternative, some authors 
propose making links only at the end of text blocks, or in 
sidebars, thus limiting the readers choices before they have fully 
engaged the present material. In a hypertext document on a 
network, e.g., a WWW page, an author may be tempted to link to the 
vast array of related texts located at far-flung web sites. While 
these may be very useful, caution should be exercised to prevent 
fragmentation which disorientates or confuses the reader. The lack 
of control over linked destinations makes WWW-based documents 
especially precarious. 

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It is best to identify links that will take the user "off-site" to 
differentiate them from internal links that simply take the user 
to another place in the current document or site. In Media 
Determinism in Cyberspace, a hypertext paper written by the 
author, internal links are identified by the standard blue text 
with underline.[7] Links that take the user to off-site pages 
present the entire URL in blue, underlined text. This clues the 
reader to the fact that linked site is external to the current 
server and once s/he takes this link the easiest way to return is 
to use the BACK button. In such an uncontrolled environment there 
is no guarantee that the linked site will provide an easy way 
back. To confuse the situation even more, the new site may use an 
entirely unfamiliar metaphor or have a look and feel that is 
comprehensible only to its author. In a worst-case scenario the 
link may become broken and dysfunctional. If the link works and 
the reader finds a functional interface, a final danger is that 
the reader may wander off on a trail of links never to find his 
way back to the remaining portion of your site. In order to 
increase global coherence, Turing et. al. (1995) suggested that 
the author provide a comprehensive overview of the document 
components and their relations in terms of graphical maps or 
browsers" (p. 59).

Each of the issues discussed to this point involve measures taken 
to minimize the negative effects of cognitive overhead. Cognitive 
overhead as defined by Conklin (1987) is, "the additional mental 
overhead required to create, name and keep track of links" (p. 
40). Nielsen (1990) describes "overhead" and "cognitive load" as 
they apply to the user's experience in terms of the "look and 
feel" of the interface (p. 4). The experience, according to 
Nielsen, should be one of effortless navigation through the 
material without concern for "what the computer will do or how to 
get it to do what they want" (p. 4). According to Turing et. al. 
(1995) cognitive overhead in hyperdocuments often results when 
users are concerned about, "orientation, navigation, and user-
interface adjustment" (p. 59). Dealing with what may be an 
unfamiliar user interface while trying to remember one's 
"position" within the document can put a load on the cognitive 
process, thus making less processing power available for 
comprehension and learning. In summary, minimizing the 
distractions of disorientation and unfamiliarity will enhance 
comprehension.

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Potential Concerns for Multi-modal Presentation

The fact that multimedia employs various media raises yet another 
topic for inquiry. Do different media use different symbol systems 
to present information to the user? Do text, a photograph, sound, 
and video animation each have a unique symbol system that presents 
its information in a unique way? And if so, do the brain's sensory 
stores and short-term memory process these symbol systems without 
confounding complications? Salomon (1979) argued that the 
differences between various media is evident and significant in 
two ways. First, they differ "with respect to the amount of mental 
translation from external symbol system to internal mode that they 
require." Secondly, they differ "with respect to the kinds of 
mental skills that they invoke in the process of knowledge 
extraction" (p. 215). Salomon perceived these differences to be of 
great importance with regard to their impact on the use of media 
for educational purposes. The assumption is that the increase in 
mental resources required for recoding results in a decrease in 
comprehension. Wright (1993) suggested that a cognitive 
"bottleneck" or overload may be the result of the multi-modal 
processing inherent in multimedia presentation systems.

Two of the many important elements to consider when designing an 
interactive system which will increase coherence and minimize 
cognitive overhead are consistency and orientation cues. The 
remainder of this paper will consider these and related issues, as 
well as the testing procedures used to insure their proper 
implementation.

Consistency

Consistency is achieved when the same actions result in the same 
effect, regardless of other variables that may have changed. A 
consistent interface is achieved by first selecting, and then 
following, an applicable metaphor. The metaphor is the overarching 
theme that captures the form and function of the system's 
architecture.[8] Metaphors based on ordinary and familiar 
concepts, e.g., a desktop, book, travel, and stack of cards, have 
all been used to bring real-world concepts and familiarities to 
what otherwise might be a confusing new system. According to Lynch 
(1994), a successful metaphor limits the number and complexity of 
rules that the user must learn "because the 'rules' governing the 
user's interactions ought to be self-evident in the metaphor" (p. 
30). Kahn (1995) and others have shown that thoughtful graphic 
design can create global structure within a single web site.

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A quick tour of the WWW will quickly demonstrate the diversity of 
metaphors used by site authors. The one thread of consistency that 
runs throughout the web is near universal compliance with most of 
the functions of the Hyper Text Markup Language (HTML) standard 
that is used to create WWW pages and the Hyper Text Transfer 
Protocol (HTTP) used for communication. In addition, the robust 
market penetration of graphical user interfaces or browsers-first 
NSCA's Mosaic and then Netscape's Navigator-has managed to bring 
an additional level of consistency to the web. However, 
introduction of numerous extensions, e.g., frames and tables, as 
well as plug-in applications, e.g., RealAudio(tm), Java(tm), and 
ShockWave(tm) threaten to reduce consistency for the sake of 
increased performance.

Orientation

One of the concepts repeatedly mentioned in the literature as a 
means to reduce cognitive overhead is the use of cues to aid the 
user's navigation through the information "space" of the 
hyperdocument. The metaphor of space is common to the world of 
computer-mediated communication. Since the invention of the 
telegraph, electronic technology has allowed us to demolish the 
barriers of time and space. We have come to accept the term 
"cyberspace" as defining a "place" where information resides in a 
network of linked computers. Navigating or "surfing" the web of 
information implies traveling through nodes of information, 
linking from one to another across the vast sea of data. As 
hypermedia documents increasingly reside on the network, 
cyberspace becomes increasingly appropriate to describe the place 
where the information resides. With this metaphor firmly 
entrenched, navigation of hyperdocuments requires that the user 
knows her position at any given time. To facilitate this, 
interactive multimedia designers have created several techniques 
to promote the formation of cognitive maps which aid 
orientation.[9] Shum (1990) applied spatial cognition theories to 
the design of hypertext documents. According to Shum users of 
hypertext systems are interested in both the locations and 
attributes of phenomena (p. 136). Dillon, McKnight and Richardson 
(1993) explored the issue of navigation by conceptualizing it 
using four categories: "schemata, landmarks, routes and surveys" 
(p. 172).

Techniques used to facilitate navigation include; guided tours, 
maps, trails, backtrack functions, bookmarks, overview diagrams, 
queries, and fisheye views (Nielsen, 1990, chapter 8). An example 
of the backtrack and bookmarks approaches are familiar to those 

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who use Netscape Navigator to browse the World-Wide Web. The BACK 
button takes the user back to the previous "page" while the 
"bookmarks" feature allows the user to store a page's URL (uniform 
resource locator) in memory for later retrieval and access. In 
this case the orientation feature is part of the user interface 
(Netscape Navigator) and not part of the hypertext document. 
However it should be noted that many of the most friendly web 
sites include BACK, PREVIOUS, UP and HOME navigation buttons as 
part of their programming to facilitate the same goal.

Another technique that can be used to provide orientation for the 
user is color. A case in point can again be made using the 
Netscape Navigator interface. Netscape's default configuration 
displays linked text as blue with an underline. Once the user has 
made a connection to that link, the text changes to purple, thus 
serving as a visual clue that that link has already been followed. 
Netscape allows the user to define a duration after which the link 
will return to the normal blue color thus allowing the user to 
customize the duration of the program's memory. In essence this 
allows the user to acknowledge the reality that it has been so 
long since the last visit that s/he probably does not remember the 
content of that page, so the computer might as well indicate that 
the link has not been followed.

According to Turing et. al. (1995) orientation cues should: 1) 
"identify their current position with respect to the overall 
structure," 2) "reconstruct the way that led to this position," 
and, 3) "distinguish among different options for moving on from 
this position" (p. 59). Rivlin et. al. (1994) proposed a 
collection of structural tools to facilitate orientation within 
hypertext documents. Using algebraic formulas for "hierarchization 
and cluster identification," the authors attempted to identify 
groupings of links around "landmark" links, thus revealing the 
global structure of the document (p. 95).

Users not only want to know where they are going, but whether it 
will be worth the journey. The "cognitive distance" is defined by 
the cost to the user. How long will it take, how many links, and 
how much cognitive energy will be expended in the process of 
getting to the destination? For users of the WWW, the cost of 
going the distance may be determined by the speed of their 
connection to the network. The person connected by a 9600 baud 
modem may make different choices of where to go than the one with 
an Ethernet connection. Web sites with heavy graphical content 
require greater bandwidth or more time to download, thus 
potentially limiting their visitors to those with faster 
connections or those willing to pay the high cognitive price.

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Response Time

Another related issue of concern to designers of hypermedia 
architectures is the response time as measured by the delay 
between user input and system response. When this is under the 
control of the system designer, e.g., a closed system in which the 
hardware, software, and content resides locally, an optimal 
response time is one that is perceived to be instantaneous, but 
one that is actually slow enough to provide a clue to the fact 
that the frame has changed. According to Nielsen (1990) an optimal 
duration is about a half second. Research conducted with shorter 
durations indicated that users were unaware that the screen had 
changed when speeds as short as .05 seconds were used (p. 87). Of 
course, if the system relies on a network connection or if the 
content of the new screen is graphically intensive, retrieval and 
rendering time may delay the display of the next screen. The more 
complex the content, the lower the bandwidth of the network, and 
the slower the processor speed, the greater the delay will be. In 
such cases it is important that the interface presents the user 
with an indicator that it has sensed the users action and is 
proceeding to respond. This may be an audible "click" or momentary 
change in the button or link that was "clicked on." 

When the delay is more than a few seconds, an indication of 
progress and estimated time for completion of the process is 
important. The too familiar hourglass (Windows(tm)) or watch 
(Macintosh(tm)) icons serve an important function providing 
feedback that something is happening and reassuring the user that 
the system has not locked up. A better solution, for delays longer 
than ten seconds, is to provide a "percent-done" indicator or 
"time-remaining" countdown clock (Nielsen, 1993, p. 136). Netscape 
Navigator provides such response time feedback in various ways. 
When displaying complex graphics Netscape allows for interlaced 
GIF files to quickly display low resolution images which are 
progressively upgraded to full resolution over time. Text blocks 
load before graphics allowing the user to begin reading even 
before the entire page is loaded. And when transferring files via 
FTP, Netscape presents a display containing both percent-done and 
time-remaining information.

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Testing Interactive Media

Interactive multimedia design based on theory can and should be 
tested using empirical methodology to ascertain real-world 
effectiveness. Because authors and users often have different 
perspectives when it comes to the evaluation of interactive media 
systems, a method to test and refine the design of the system is 
essential. Published reports have studied various issues relating 
to the effectiveness of the design of the system and presentation, 
e.g.; whether users detect design flaws in the human-computer 
interface (Molich & Nielsen, 1990), the impact of semantic 
structuring on the user (Jonassen, 1993), and, how design impacts 
evaluation criteria; e.g., richness, ease, consistency, self-
evidence, predictability, readability, and reuse (Garzotto, 
Mainetti & Paolini, 1995).

Nielsen (1993) proposed a system for designing and testing the 
user friendliness of interactive media systems. He called his 
approach "usability engineering," the same name given his 1993 
book. One of his "usability heuristics," i.e., consistency, has 
already been addressed earlier in this paper. Others include; 
simple and natural dialogue, speak the users' language, minimize 
the users' memory load, feedback, clearly marked exits, shortcuts, 
good error messages, prevent errors, and help and documentation 
(chapter 5).

Usability Testing Procedures

Nielsen's 1996 paper about the design of SunWeb, the internal Web 
site for Sun Computers, outlines his usability testing procedure. 
The four stages of his process; 1) card sorting, 2) icon 
intuitiveness testing, 3) card distribution to icons, and 4) 
thinking aloud walk through of page mock-up, involved testing the 
interface at various stages in the design process. The first step 
employed card sorting techniques to discover categories that made 
sense to the participants. A stack of cards with commands were 
given to the participants who were asked to sort them into 
categories. Next the participants were asked to group the stacks 
of cards into fewer groups and to give the groups names. Cluster 
analysis was then performed on the results of all participants. 
The second test involved showing icons to the participants and 
asking them to provide explanations for each. When the meaning of 
the icon was not obvious, the design was modified until the 
desired results were achieved. The third step in the process 
involved asking the participants to distribute the cards from the 

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first test, matching them to the most appropriate icon from the 
results of the second test. The fourth and final step was to 
present each participant with a mock-up of the final screen 
design, asking them to identify the icons and the related actions 
associated with each. Participants were also invited to comment on 
the aesthetics of the icons and design of the screen. This 
iterative design process allows for design and redesign in 
response to the feedback provided by representative end users.

Yet another proposal for ascertaining user reaction to the 
cognitive structure of information space is to apply the "sketch-
maps" commonly used in spatial cognition research (Shum, 1990, p. 
142). Shum proposed having users place cards or draw squares on a 
board to represent nodes, and then draw the links that connect 
them. The theory assumes that information and links not important 
to the users will not be evident in their diagrams.

Conclusion

The meteoric growth of the Internet and World-Wide Web marks a 
significant development for the future of interactive hypermedia. 
While interactive television, video-on-demand, and other attempts 
to convert old media into new services have languished, the 
Internet has exploded on the scene. While the web is still largely 
a text-based medium, new developments in distributed software, 
e.g., Java and Shockwave, promise to bring new functionality and 
full multimedia potential to this already interactive medium. For 
effective implementation of these new hardware and software 
devices, authors of content will need to consider the cognitive 
processes that are experienced by the end users.

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NOTES

[1] For an overview of cognitive processing as it applies to 
computers prior to the mid '80s, (and prior to many of the 
developments discussed in this paper), see Card, S. K., Moran, S. 
P., and Newell, A. (1983). The psychology of human computer 
interaction. Chapters 1, (presenting an historical review of 
information-processing psychology), and 2, (covering the 
physiological aspects of human cognition), may be particularly 
useful.

[2]  An example of communication theory applicable to the design 
of interactive multimedia can be found in the study of semiotics. 
See, Eco, U. (1976) A Theory of Semiotics. The study of icons, 
picture icons or "picons" (Davis, 1994, p. 4), moving icons or 
"micons" (Nielsen, 1991, p. 7), and audio icons or "earcons" and 
their meaning in the context of interactive media is teeming with 
possibilities.

[3] According to Nielsen (1996), during 1994, "the number of Web 
servers on the Internet grew at a rate of about 10,000% per year." 
See also, Nielsen, J. (1995). Multimedia and hypertext: The 
Internet and beyond. Chapter 7, Hypertext on the Internet, 
provides information about the recent and projected growth of the 
Internet.

[4] See, Nelson, T. H. (1995). The heart of connection: Hypermedia 
unified by transclusion. Communications of the ACM 38, 8 p. 31.

[5] For a review of studies that consider the ways that readers 
of linear and hypertext documents respond to available associated 
links see, Wright, P. (1993). To jump or not to jump. In, 
McKnight, C., Dillon, A., and Richardson, J. (Eds.) Hypertext: A 
psychological perspective. Wright analyzed studies that sought to 

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determine how often and under what conditions users availed 
themselves of linked supplemental materials, e.g., glossaries, 
illustrations, and auditory elements. Wright concluded that 
"design features of hypertext can have an important influence on 
readers' willingness to jump" (p. 142).

[6] For a collection of stories about the design of the Macintosh 
OS see, Laurel, B. (Ed.) (1990). The art of Human-computer 
interface design.

[7] Media Determinism in Cyberspace is available online at URL: 
http://www.regent.edu/acad/schcom/rojc/mdic/md.html

[8] An overview of interface metaphors can be found in Carroll, 
Mack and Kellog, (1988). Interface metaphor and user interface 
design. In M. Helander (Ed.). Handbook of human-computer 
interaction (pp. 67-85). See also, Erickson, T. D. (1990). Working 
with interface metaphors. In B. Laurel (Ed.) The Art of Human-
Computer Interface Design, pp. 65-73.

[9] Dillon et. al. (1993) cite Toulman's (1948) paper on cognitive 
maps as the seminal work in this area.

+ Page 36 +


BIOGRAPHICAL NOTE

Samuel Ebersole, MA
Associate Professor, Mass Communication
University of Southern Colorado
2200 Bonforte Blvd.
Pueblo, CO 81001-4901
ebersole@uscolo.edu
. 
Samuel Ebersole is an associate professor of Mass Communications at the 
University of Southern Colorado.  He received his B.A. from Southern 
California College in 1982 and his M.A. from Regent University in 1984.  
Ebersole has been teaching television production since 1984 and has 
worked professionally for numerous broadcast and cable companies.  For 
his work with NBC Sports in their coverage of the 1988 Summer Olympic 
Games, Ebersole was awarded two Emmy awards.  He is the author of 
Broadcast Technology Worktext, published by Focal Press in 1992.  His 
areas of interest and expertise are video and audio production, television 
documentary, new media technologies, and computer-mediated communication.


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