The “Black’s Wheel”: a technique to develop hypermedia narratives (original) (raw)

Contextualization in Hypermedia news report: narrative and immersion

The mobile journalism and, particularly, hypermedia stories get new possibilities for making narratives, boosted by the mobility itself, and also by the use of touchable screens, accelerometer, GPS receiver and permanent connection to the internet. Due to these potentials, tablets, smartphones and wearables reconfigure processes and journalistic narratives for the web. From this premise, the article focuses the research in hypermedia storytelling for mobile devices, aiming to observe how the hypertext resources are used in the contextualization of journalistic narratives published at mobile devices (tablets and smartphones). To achieve this aim, we realized a systematic analysis from newspaper editions of Globo A Mais journal for two months. This was done by selecting a case exemplifying the way the hypertext features can serve the contextualization.

Hypermedia authoring

IEEE Multimedia, 1995

A critical aspect of developing hypermedia applications is being able to identify the interlinking within the information, and structure it in such a way that enhances accessibility. This is a major part of the process which is referred to as authoring. There are many approaches to authoring. Some are suitable for small prototypes. When developing large hypermedia systems, or systems which are likely to require maintenance over a period of time, it becomes essential to select or more structured approach, and appropriate methodologies to support the development process. The use of an inappropriate approach to authoring can result in systems which have a greatly inflated development cost, which do not provide the level of functionality desired, and are difficult to use and maintain.

A New Methodology for Information Presentations on the Web

Lecture Notes in Computer Science, 2006

The rapid growth of on-line information including multimedia contents during the last decade caused a major problem for Web users -there is too much information available, most of it poorly organized and hard to find. To help a user to find proper information, web news search functions are devised and developed. Although those search engines provide some solutions, users still suffer from reading huge amounts of hyperlinks. Also, users of new media now have great expectations of what they can see on the Web. To provide better user satisfaction, we proposed a story model (story structures) that can be dynamically instantiated for different user requests from various multi-modal elements. The proposed story model defines four domain-independent story types. We compared traditional web news search functions and our story model by using usability test. The result shows that our multimedia presentation methodology is significantly better than the current search functions.

Using a phenomenographic approach in evaluating hypermedia stories

Computers & Education, 2008

This paper builds on research into using multimedia and hypermedia as creative writing tools and reports on a study in using a hypermedia authoring program with middle-years students at an Australian secondary school. The study explored a classroom where collaborative work built on the technical facilities and expertise of young people. The paper presented here focuses on the authors' development of an assessment matrix for evaluating hypermedia stories. The aim is to provide an effective feedback mechanism on the hypermedia work and to give teachers guidelines for planning lessons, and for making summative as well as formative judgments. Four, equally important dimensions are identified as the key components of hypermedia: image, language, interactivity and structural design. Image relates to how the screen looks: the background and foreground, positioning, colour, animation and source of images (e.g. clipart, photographs, or the use of hand-drawing). Language involves written language as signs, or captions within the created hypermedia world, or as attached commentary. Language may also be audio-files containing conversations, commentary, or even chanting or singing. Interactivity refers to the way the viewer or the interactor comes into a relationship with the hypermedia. This involves the interactive nature of the screen, that is, what can be opened up and explored within each screen as well as how the viewer/interactor moves between screens. Structural Design relates to the way the story fits together image, language and interactivity, and the way one aspect relates to another in terms of complexity and cohesion. In order to systematically assess the qualitative variation across the range of students' hypermedia stories, each of the four aspects highlighted above was also considered in terms of the five-level 'SOLO' taxonomy (structure of learning outcomes). This taxonomy includes the following five levels: Pre-structural-where the response is really not relevant to the question. Uni-structural-where an appropriate but minimalist response is given. Multi-structural-where several responses (or answers) are given and the responses are appropriate, but there is no relationship between the responses. Relational-where all responses are related into a reasonably coherent argument. Extended abstract-where responses come together in an argument, which goes beyond any of the information previously given or hinted at.

Navigating Interactive Story Spaces. The Architecture of Interactive Narratives in Online Journalism

Digital Journalism

Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users' trajectories in diverse ways.

Authoring Hypermedia for Computer Based Instruction

Proceedings of the Human Factors Society Annual Meeting, 1988

Recent recognition of the importance of writing and critical thinking skills, both within and beyond the scope of the university, has focused attention on the role of the research paper in the composition course. However attempts to teach the research paper, for the most part, have been unsuccessful. What is needed is a new model for the research paper which can be incorporated into the composition course. At USC we have developed such a model in the Project Jefferson interface. In this paper we discuss our experience in using the Project Jefferson model to author hypermedia based curricular tools and discuss issues in authoring hypermedia structures based on that experience. We report the results of structured interviews carried out with the personnel who were responsible for authoring the hypertext and index for Project Jefferson. We also interpret features of the authoring process in terms of their impact on the resulting compatibility between software structures and student cognitive structures, as observed in two related studies (Teshiba and Chignell, 1988; Valdez, Chignell, and Kinnell, 1988). The version of the Project Jefferson prototype interface used in this research is an adaptation of Hypercard to teach freshman students how to do research within the framework of a writing assignment. It is a self-contained research tool which assists in the development of skills to do research in the real world. Its overall conceptual metaphor is that of an