Category: Jennifer Lee


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Sep 09 2010

Response Post 1

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I understand how theories are used to research the ways in which people make choices when using interactive media. I can see how a theory is not knowledge but more of a tool used to figure out things. I am still not fully sure how interactivity works on the brain, besides creating a gratification from a need. Research ideas are turned into real methods that has a lot to do with the users. Communication with the users needs in mind can create a better way to relate to them and then create a better outcome in interactivity that they can use.

There are many technics that can be used in gathering information, whether it is surveys, data collecting, literature, along with other research already done in the field.  If your topic is board you can make that known and try to find research that may have been done on your topic or go out and be a pioneer on the topic by gathering data between interviews and observations. It seems like all research has to begin somewhere in order to form a point you want to better understand.

I really like how interactivity allows for change and correction. Theories can help build up ideas that later work or don’t and can always be advanced. It’s interesting to think how interactive users can be the soul reason why theories have been put into place and used to emphasis the needs of what the users want.  When it comes to elaboration likelihood model this allows theorist to figure out how attitudes are formed and changed all the time in their methods. Theories seem to take shape but also have many arguments that can go against why a theory is good.

I can see how the components to a theory is very important to know your user and understand the power they have over the decisions being made.  Not all theories are created equal but the ones that can be testable to a degree allow for more of a real debate over the theory. They say any idea or thought can become a theory you just need to develop it more in depth. So overall methods, results, problems, and  conclusions can look at a theory and break it down into parts that can be used for further understanding.

To answer my last question I think by knowing your users better you can come up with their likes and dislikes. If you are looking to enhance their experience without going overboard, you may want to focus on what they like and make that more prominent. What they may not like you can either eliminate it or figure out a way to make it more enjoyable so the users then like those things too.

Sep 05 2010

Framing Week 1

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1.) The first Chapter covers the types of knowledge we use along with how theory and research help create that knowledge. It explores how everyone can have theories on any given topic but how not all theories are created equal. It employs how there are many theory genres to take into consideration.When it comes to communication science how have they figure out how interactivity works on the brain of a user?

2.) Chapter 3 examines the methods in how to turn a research idea into a research project. It mentions the technics on gathering your information you can use towards your research. There are many ways in which research can be acquired; this chapter looks at the many styles of surveys. If your idea for a research proposal is very broad and subjective how can you examine a topic with little to no research in this acquired subject?

3.) Chapter 13 is on how theory helps to  allow interactive  media producers to figure out their audiences and how to market to them. It looks at the digital divide and  knowledge gap among users. What is the theory behind media programing that allows the elaboration likelihood model to form it’s conclusions? If you understand your users what can you do to enhance their interactive experience without going overboard?