1 Introduction & Terminology1.1 Introduction
In a hypermedia publication (networked or CD-ROM) one is trying to
create something that incorporates a variety of information sources and
technologies into a structure (form) that relies on very novel and
immature delivery and production tools and techniques. One does not even
know what to call the target of one's publication - browser, reader,
watcher, navigator, participant or what.
The production phase involves a team with heterogeneous skills and
suits. Along with the usual managerial complexities of project work the
team has to overcome and use the unmapped artistic and/or methodological
territories of interactivity. Essentially one is building a
data/knowledge base which will be wrapped into an interface that is
affordable, simple yet challenging and either productive, entertaining,
educational or all of them.
In a truly hypermediaic way one should be able to start off with the
'kick-off memos' and preliminary sketches as a database that evolves and
versifies itself during the project to the end title. The size and
number of contacts of the team set demands on the flexibility and
usability of tools and their interfaces - ideally each member of the
team could input to the title and its production via whatever
computers/programs available. Use of computers will give the team
realistic feel for the media and reader's 'look and feel' while they are
working on the title be it in brainstorming, production or publishing
phase. In a word, implementing interactive, computer-based collaborative
technologies in production will eventually improve the quality of titles
and - in the long run - lower production costs by offering access to the
skills, potentials and experiences of the team in implementing, learning
and using digital media. After all, the end product will be distributed
to various computers with heterogeneous audience that hopefully
outnumbers the authors.
1.2 Some terminology
I try to present here a hyperboarding methodology that you could
implement on variety of computers and will start off with some
definitions. Hypermedia document, hyperdocument for short, needs both
structural definition and material description.
Multimedia is often understood as a composite of multiple media with
some user interactivity - mostly multimedia titles are organised
linearly, so that there is principally 'one way' from start to finish.
Hypertext principle relies on direct access to any references within the
text. Web of references forms a hyperbolic structure that is essentially
holistic in nature - it is more than the sum of its component parts.
1.3 Hyperdocument contents
In spite of the risk of sounding obvious I will analyse first the
component data types of hyperdocuments. Mainly hyperdocuments may
contain following types of media.
Text is pretty much the same whether it will be spoken or displayed.
This is the starting point for the production. Once the text bulk has
been delivered it is possible to start refining and replacing it with
other media.
It is often helpful to express everything in writing just to secure
the uniformity of design. Every item and its functionality in a
hyperdocument can be described in writing - however there are at least
three distinct types or layers of text the team needs to produce:
narrative, algorithmic and dialogue text. Story lines are essentially
the material of your title, the knowledge or artistic experiences are
imparted with the help of stories you tell. The algorithmic writing
describes the functionalities and workings of your title accurately
enough so that they can be programmed and laid out to realise the form
of your hypermedia title. Algorithms are often formulated as stories:
the dining philosophers algorithm, the travelling salesman's problem,
the towers of Hanoi, the two armed bandit problem, etc., the problem or
the task the algorithm should solve is represented in a format of
anecdote or story. Algorithmic writing is refined writing, one has to
line out things in a proper order and describe them precisely enough.
The exactness of algorithmic writing is something we are generally not
trained to do and we should since we are working with computing devices.
Dialogue is not just "Cancel" and "OK", instead one has to have some
sense of what the user was doing when one gives out the small and
precise instructions, warnings, error messages, etc. whatever the
immediate user support text might be. Quite a lot of that may eventually
be what the program agents are communicating to the end user. Finally
overall support material, which one might see as specially oriented
combination of all three above. Ideally some technical notes and memos
could develop into packaging material and documentation.
Picture 1: Some characterisations and examples of the six media
component categories of hyperdocuments.
Picture 2: An example of a computer manipulated photo.
Picture 3: A morph, saved as a QuickTime-clip.
1.4 Structural definition
Hyperdocument realises a hyperbolic structure that can be described
as a web of associations. It is said that all pieces of information -
all of the human knowledge - constitutes and builds up into a web of
knowledge which is highly interconnected forming a hyperspace.
Picture 4: An example of a hyperbolic structure, a hypercube of
4th degree.
Picture 5: Recursive interpretation - a node within a node within
a node...
Picture 6: a diagrammatic representation of multiple choises in
Montage en Dix Parts
1.5 Hierarchies, trees and stars
Ben Shneiderman (Shneiderman)
promotes hierarchical linking of
information in hypermedia, personally I am very sceptic about using
hierarchies in descring relations between is-a-kind-of entities.
Hierarchies often lead to a fallatic structural interpretation of a
whole that is not truly hierarchic.
Game trees are very useful in explaining this. Take for instance the
good old tic-tac-toe. Two players place X:s and O:s on a board of three
by three squares - winner is the one who gets three marks in a row:
first plays cross. The game tree is contructed as a tree representing
all the possible turns of game from empty board on to victory or loss.
The cross has been played in the centre. Of course, there are other
alternatives, but I have chosen this path. The next move is the zero,
and I have drawn part of the tree, so only portion of the alternatives
are here. Ideally I should draw a complete tree with weights for every
choice so that the playing algorithm identifies the node representing
the game situation and chooses its move according to the weights -
heavier the move, surer the victory.
Picture 7: Partially drawn game tree for TIC-TAC-TOE. The
colored dots represent similarities in branches.
1.6 Universal access is easy
All hypermedia environments support linking of screen items to named
document parts. Algoritmically universal assosiativity is easy to
implement by naming the parts logically, descriptively and
unambiguously. Any programmable screen object with the same name can
perform a procedure such as "go to the part with the same name as me" -
if we know a part's name we can create access via representation to it.
Picture 8: Association through reference by name is the basis of
all
hypermedia.
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