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The Effective Interactivity on the Emotional Usability of Visual Medium Focusing upon Viewer to Immerse and Interact by Putting Interactive Storytelling

This thesis refers to the proposal to find a new design pattern or interpretation in inter-active communication, usability and information architecture on the basis of storytelling structure and interface.  This paper will tackle the relevance of the topic and will present the relevant literatures related, methodology, research questions, feasibility and time-scale, and the researcher's own expertise on the topic.


Research Questions

            The researcher proposes that there is a need to explore improved ways of communication among media devices.  As a result, the researcher aims to examine characteristics of story telling and interfaces and what can they do to enhance interactivity that are not yet fully tapped by the media industry.  Specifically, the researcher will try to answer the following queries:

  1. What are the complementarities between letter and visual image?
  2. What are the characteristics of hypertext and Hypermedia?
  3. What are the factors that affect the effectiveness of multimedia interface?
  4. What are the factors that affect the immersion to multimedia by a user and what are the roles of visual and storytelling to this?
  5. What are types of storytelling and what are the factors that make them effective?
  6. Finally, from the answers to the above questions, what could be said are the features of an effective interface design?


Relevance of the Research

            The research will be useful to improve the quality of visual media that it transforms an audience from a passive to an immersed one.  Thus, messages intended to be decoded by the media are accomplished and communication problems of conveying the meaning of visual messages will be minimized.  With this, media practitioners will be the primary benefactors in their search to align their services, mostly in advertising and profit-centered, to a huge national audience.  Non-profit media practitioners, on the other hand, can also benefit the research to create a framework from which their public service, religious and other objectives could be easily understood by the population.

            Audience of visual media can select from internet, television, mobile among others the most user-friendly so that their efforts to look for information can be done efficiently.  This study will enlighten them on factors that can affect their reception of visual information for better decision-making.  Lastly, the government, being the guardian for the greater good of the public, will extract principles about visual media that can guide them in making laws to restrict contents or promote them based on their meanings.  Without the knowledge that will be presented in this paper, stakeholders will not have the tools towards the achievement of effective and efficient visual media.


Relevant Literatures  

            The development of British media-related culture is evident in the cinema and the people's taste of a good and sensible movie (Christopher, 1999, p. 79).  Until the 1980s, British movie enthusiast preferred the documentary style of cinema.  Such style has appealed because of its simple and direct approach.  Those were the old days.  As the industry got some attention from enthusiast and also from the influence of glamorous movies of Hollywood, budget streamed and the contemporary viewers leave some of their societal responsibilities as seen in the old movie themes into more revolutionary and technological genres.  This change in movie culture are cited with different factors that range from monetary constraints of the industry, support of the government, influence of other Western neighbors and the inevitable technological advancements.  Those are external factors that sipped into the society of the British viewers affecting their internal factors such as preferences and individuality, religious beliefs, educational background and social status.  With this, a question to this expansion and upgrade in the movie industry is infused: Is the societal concern theme of the 1950s has also developed, if not vanish, together with the idealism shift?  It is an argument that needed evidence through research.  The basic concern in such visual media changes, not only in United kingdom but applies also to a particular nation, is the threat these impose to good media values that influence the citizenry in positive ways.  Is the industry willing to sacrifice the visual culture, beneficial at that, in favor of gratifying trends which in this case, international trends?     

            Context and text should be working together to     attain, at least, partial understanding between a sender and receiver especially on on-line communications like chartrooms (Hathaway, 2005).  The so called e-lore or partial jokes created in memory of 9/11 bombing is less personal in delivery unlike Princess Diana.  Commentators and jokers resorted to the internet to convey their sympathy and humor due to the abruptness of the tragedy.  However, limiting to the borders of the cyberspace provided a more distant discrepancy on meanings of the conversing sender and receiver. The sender has its implicit messages hidden between the words of text messages which the receiver fully or partially failed to take into consideration.  A more disrupting fact is that even visual and auditory cues are not reliable to help the assessment of the message in the same way the sender wanted the receiver to think.  E-lore of 9/11 was an example of folklore where context was not visible in the scene.  To be able to prevent too much misconceptions on the jokes, chatters would try to belong themselves to a community of chatters that share the same context.  Perhaps, they had the same education or were emotionally attached to the situation, like family of the victims and designers of World Trade Towers. 

            The impact of pornography in visual media is one of the most intriguing but widely consumed (Dines, 1995).  As one feminist authors said, "staple to visual image is the sexualized female body."  Many argued that even in commercial use, women posing their jeans, lips with lipstick and jewelries, already signifies the entire body of women.  This somehow leads to soft-core pornography which most discriminatory men would avail to peak to show superiority over the model's body parts forming partial excitement.  As a result, this lays the condition that leads to hard core and violent pornography.  To make women puppets of man's desire, pornography industry formulated several examples of this like "the "urination pornography" in which men urinate on women; "defecation pornography" in which men defecate on women; "torture pornography" in which women are burned, raped, and penetrated with bottles, animals, and vacuum cleaners; and "bondage pornography," in which men learn how to tie a range of knots that can be used to restrain women or hang them from devices nailed into the ceiling."  Although concluded to dives a mechanism where violence could be produced, pornography is ironically gaining prominence especially with the introduction of the internet.      



            This study is aimed to identify the factors that affect storytelling and interface performance for an effective visual media communication.  The presentation is largely qualitative in nature with a inclusion of some numerical information.  Books, digital reference and other academic materials are used to come up with the study.  Gathered information will be filtered and analyze to arrive at a conclusion and ultimately to design an experimental interface design.  Findings will be based on the data under the lists of contents presented.  The study of the following areas will signal the factors that could create a framework where effective interactivity will result.  Areas to be studied are the complementarities of letter and visual image, hypertext and hypermedia, understanding interface in multimedia, immersed in visual media through visual and storytelling, narrative techniques and finally interface design testing.       


Feasibility and Time-Scale


            The study proposed is feasible because there are available references that explain ample information about visual media.   All the researcher does is to conduct intensive research to come up with useful findings.  The researcher is also tasked to analyze the findings he gathered on his research.  This will serve as the fruit of his study where implications and testing will emanate.  Accordingly, the study needed a time frame of one (1) year to cover relevant areas that can aid to accomplish the problem of the research.  This would allow the researcher an in-depth analysis about the subject. 

However, the testing of the experimental interface needs succeeding testing to evaluate its performance.  In this case, another study could be done to reflect the effectiveness of the created interface that is assumed to be effective based on the executed study.  The research activities coverage are the formulation of the problem, gathering of data for the review of related literature, modeling of methodology, actual research, data evaluation, and research documentation.  This might include follow-up research to test the effectiveness of the proposed visual media model.  The detailed time frame and set of activities are illustrated below.  It is important to note that the remaining three months are the slack and contingent time for the testing of the visual media model developed (if needed). 














Initial Research of Literature Review










Determination of Topic










Definition of the Problem










Development of the Objectives










Selection of Methodology










Check the availability of resources










Verify the accessibility of the resources










Write the draft of the proposal










Prepare interview schedule










Secure adviser's approval










Do the needed revisions










Test research tool validity










Select the study sample










Conduct research proper










Administer research tools










Do the assessment techniques










Gather and analyze results










Do the necessary data presentation










Interpret findings










Preparation of the final report










Formulation of conclusions and recommendations










Preparation of the table of content, appendices










Editing and Final Formatting
























Christopher, D. (1999).  Title: British Culture: An Introduction. London: Routledge.




Dines, G. (1995, June 1). The Visual Landscape and the Politics of Pornography Production. Contemporary Women's Issues Database


Hathaway, R. (2005, January 1). "Life in the TV": the visual nature of 9/11 lore and its impact on vernacular response. Journal of Folklore Research.



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