Post on 15-Mar-2022
THE EFFECTS OF INTERACTIVE CD-ROMS ON ATTENTION
BY
MADHUJA BANERJEE
A thesis submitted in partial fulfillment of the requirements for the degree of
MASTER OF ARTS IN COMMUNICATION
WASHINGTON STATE UNIVERSITY
Edward. R Murrow School of Communication
MAY 2004
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To the faculty of Washington State University:
The members of the Committee appointed to examine the thesis of MADHUJA
BANERJEE find it satisfactory and recommend that it be accepted.
______________________________________
Chair
______________________________________
______________________________________
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ACKNOWLEDGEMENT
I would like to thank my advisor, Dr. Paul Bolls, for all his help in the completion
of my thesis. You have been a wonderful guide and I thank you for all the opportunities
you have given me.
This thesis would not have been possible without the help of my dearest friend,
Matt Whitehead, who helped me in a way only he can.
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THE EFFECTS OF INTERACTIVE CD-ROMS ON ATTENTION
Abstract
by Madhuja Banerjee, M.AWashington State University
May 2004
Chair: Paul D. Bolls
This thesis looked at the effects of an interactive CD-ROM on both automatic and
controlled attention as well as recognition memory. Automatic attention was measured
through heart rate when the segments changed in the CD-ROM. Controlled attention was
operationalized through a self-reported questionnaire and heart rate data which was
measured when the participants were viewing segments in the CD-ROM and when they
were taking decisions. Results showed that interactivity did not play a significant role in
securing attention. Participants in both the low and high interactive condition had similar
heart rate patterns indicating that no automatic attention had been paid when the
segments changed in the CD-ROM. Participants also had not exerted controlled attention
when they had to take decisions on the interactive screen. Comparison of the self-
reported data and the physiological measures showed that similar amounts of controlled
attention had been paid in both the interactive conditions. Interactivity also did not have a
significant effect on recognition memory. In both the conditions participants showed high
rates of recognition of the stimulus material in a speeded recognition test.
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Results indicate that structural features failed to elicit orienting response in the
interactive CD-ROM. Interactivity also did not have significant effects on controlled
attention or recognition memory. These findings have far reaching implications for future
message design in the context of the interactive media.
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TABLE OF CONTENTS
Page
ACKNOWLEDGEMENTS……………………………………………….iii
ABSTRACT………………………………………………………………iv
1. INTRODUCTION……………………………………………………..1
2. LITERATURE REVIEW……………………………………………..4
INTERACTIVITY..………………………………………………….4
Definitions of Interactivity……………………………………………5
Process Related Definitions…………………………………………...7
Feature Related Definitions……………………………………………8
Perception Related Definitions………………………………………...9
Definitions with a Combined Approach………………………………10
Key Concepts in Interactivity Research……………………………….11
Human-Computer Interaction…………………………………………12
Advantages and Disadvantages of Interactivity……………………….14
Interactivity Paradox…………………………………………………..17
ATTENTION………………………………………………………………19
Definition……………………………………………………………...19
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Controlled and Automatic Attention…………………………………..19
Orienting Response…………………………………………………....21
Selection Theories of Attention……………………………………….22
Resource Theories of Attention……………………………………….23
COGNITIVE PROCESSING AND LIMITED CAPACITY MODEL…24
User Control and Orienting Response………………………………...26
Physiological Measures of Attention…………………………………27
CONTROLLED ATTENTION &
INVOLVEMENT…………………………………………………………...29
METHODOLOGY…………………………………………………………31
Independent Variable………………………………………………….31
Dependent Variable…………………………………………………...32
Stimulus Material……………………………………………………...34
Apparatus……………………………………………………………...35
Participants and Procedure…………………………………………….36
RESULTS ………………………………………………………………….37
Hypothesis 1………………………………………………………….37
Hypothesis 2 ………………………………………………………....39
Research Question 1………………………………………………….40
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Research Question 2………………………………………………..41
DISCUSSION…………………………………………………………….43
CONCLUSIONS…………………………………………………………48
REFERENCES…………………………………………………………..50
APPENDIX……………………………………………………………… 54
Low Interactivity Flow chart………………………………………....54
High Interactivity Flow chart………………………………………...55
Experiment Protocol………………………………………………….56
Self-reported questionnaire…………………………………………...60
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Dedication
I dedicate this thesis to my parents Arunodaya and Basabi Banerjee for the love and
support they have given me.
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INTRODUCTION
One of the most salient aspects of new technology is its interactivity – be it
surfing the Internet, playing sophisticated videogames, staying in touch with the world
through a cell phone or enjoying a lecture in a classroom where the teacher might be
thousands of miles away – the buzzword is interactivity. This phenomenon has been able
to afford control to the users in a way that was unimaginable before. Now information
can be presented to the users exactly how they want it, when they want it and where they
want it.
Even though interactivity has made such a huge impact on our society, very little
research has been done to see its effects. Most of the related literature has been content
on trying to define this concept but very few have actually carried out empirical research
to bolster those definitions.
This study looks at interactivity and its effects on capturing attention.
Specifically, it looks into how an interactive CD-ROM can be used to capture attention.
In order to have a fuller understanding of how the media works, it is imperative to
understand the cognitive processing behind it. While experimenters are busy locating the
effects of a study, it is equally important to ask why those effects are happening in the
first place. This is the area where cognitive processing research can prove vital, as it can
give us a glimpse into what happens in the proverbial “black box” when people are
exposed to mediated messages.
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Keeping this in mind, the study intends to look into the following research
questions:
R1: How does interactivity affect attention?
R2: How will attention paying differ in interactive and non-interactive situations?
R3: How will post-exposure, self-reported perception of attention compare to
physiological measures of attention in the context of the interactive CD-ROM?
R4: Will the interactive condition be more effective than the non-interactive one?
Answers to these questions hopefully will be a small step towards understanding
this complex concept that researchers have struggled to define. It will also have the
practical application of giving an insight as to how interactive messages on CD-ROMs
should be designed. The ultimate goal of mediated messages is to gain the user’s
attention and ultimately get stored in memory for a timely retrieval. Looking into the
cognitive processing of an interactive experience will give us the tools to understand
these vital questions. Since interactive media can be used for a number of beneficial
purposes, like health communication and teaching, it is to our benefit to know how to
create messages that users will pay attention to and, hopefully, learn the most from.
The independent variable in this study is interactivity which is defined as the
amount of control the user has in actively choosing the consequences of certain situations
presented in the CD-ROM. It will have two levels, a high and a low one. In the high
interactive level, the user will have multiple opportunities to choose the outcomes of the
segments presented in the CD-ROM. In the low interactive condition, the user will have
only one opportunity to choose the consequences of the segments of the CD-ROM.
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The dependent variables in this study are attention and recognition. Attention will
be operationalized through both physiological measures and self-report. Automatic and
controlled attention will be measured through heart rate data which research has shown to
be a good indicator of how much attention is being paid. Subjects will also complete self-
report questionnaires to measure the amount of controlled attention they were paying to
the messages on the CD-ROM.
In order to measure the effectiveness of the CD-ROMs the recognition of
important message points by the participants will be tested. It will be measured through a
speeded recognition test which will test if the participants can correctly recognize
messages from the CD-ROM by clicking on a computer interface.
Participants will be 70 youths aged 18-19 and the experiments will be carried out
individually in a psychophysiology laboratory.
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Literature Review
INTERACTIVITY
Interactivity has often been seen as the distinguishing feature of new technologies.
Rice (1984) defined new media in terms of communication technologies that “allow or
facilitate interactivity among users or between users and information.” As will be seen in
the following review of literature, past studies on interactivity have been primarily
interested in defining it or trying to conceptualize it without having enough research to
back up the definitions. Though this concept has been widely studied, there is a lack of
any coherent interactivity theory which explains what causes interactivity, looks in detail
at its processes and effects or explains how it is linked to other concepts in
communication. This lack of theory has prompted Bucy (2003), to mention that most of
the studies on interactivity have strived to explain “what exists” without extending it to
“why things happen”.
The lack of a theory about interactivity has stunted the growth of research in this
field. More research is needed that looks into interactivity and unifies it with other salient
features of communication. By looking into the effects of an interactive CD-ROM on the
attention of the viewers and how well they later recognize the stimuli, this thesis will
hopefully provide a small step towards a better understanding of interactivity.
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Definitions of interactivity
Fortin (1997) concluded that interactivity meant the shift away from one-way
communication prevalent in traditional media to interchangeable roles of senders and
receivers, which could be humans or machines. For example, while working on the
computer, we are often prompted by the machine to do something. In this scenario, when
we are working on the computer, the humans are the senders and the computers are the
receivers. However, when the computer prompts the subject to take a step, the machine
becomes the sender and the subject becomes the receiver.
Goertz (1995) defined interactivity in terms of the following dimensions. The
degree of choices available referred to the choices available in the medium being used.
The degree to which the content could be modified by the user meant the ability of the
user to add or delete new content that could be stored for later users. The amount of
content that could be selected and modified was also an important aspect of interactivity
to Goertz... One key aspect of interactivity according to Goertz was the degree of
linearity/non-linearity which determined the pace and progression of the communication
process. In a linear process of communication, the sender is in complete control of the
order of the messages being sent out (for example, listening to a radio message), whereas
in the non-linear process of communication, the user can determine the pace and
progression of the communication (for example, surfing the Internet).
Explaining specifically in terms of the computer interface, Laurel (1986) defined
interactivity in the context of frequency of user choices, the significance of interface
actions (which referred to how much the choices made by the user affected the
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progression and outcome of the communication) and the range of choices available to the
user. Laurel (1991) later added that the feeling of participating in the computer
presentation was a key component of interactivity. She stressed that the more interactive
a medium was, the more it made the user feel as if he/she was participating in a real life
representation. For example, some shopping Web sites have the feature where the user
can input information about his/her physical features and can build a model based on that.
The users can then “try” out the clothes and see how they look on them. This interactive
experience closely represents real life situation where a person can go to different shops
in order to try out the clothes.
Definitions of interactivity have been used in a wide range of fields extending
from advertising, marketing, communication, computers etc. just to name a few
(McMillan & Hwang, 2002). Advertising and marketing research has mostly
conceptualized interactivity in terms of user control where the consumer chooses how
much information to receive and how much information to give out to the manufacturers.
Communication research has often defined interactivity in terms of reciprocated
communication through a mediated technology. Research in computer science has often
defined interactivity in terms of the features available on Web sites. These varied
research areas have led scholars to categorize definitions of interactivity into four broad
groups of process, features, perception and combined approaches.
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Process related definitions
Defining interactivity in terms of its process, Bezjian- Avery, Calder and
Iacobucci (1988) looked at interactivity from a marketing perspective where the
consumer controls the amount of information to be given out and can communicate with
the manufacturer in a way not possible before. They pointed out that in traditional
advertising, the consumer is just a passive recipient of the information. But in interactive
advertising, the consumer is active in choosing the amount of information to receive or
give out. For example, the user can choose to order things online using the Internet and
give out certain relevant information (like credit card number) for the transaction to be
carried out.
Rafaeli (1988) stressed the aspect of responsiveness - “By interactivity we mean
the extent to which communication reflects back on itself, feeds on and responds to the
past”. He cited the example of computer mediated communication where the users can
communicate with each other in various chat rooms and can reflect and comment on
previous postings.
Ha and James (1998) on a similar note felt that interactivity “should be defined in
terms of the extent to which the communicator and the audience respond to, or are willing
to facilitate each other’s communication needs.” Steuer (1992) believed that interactivity
should be seen as a phenomenon where users can participate and modify a mediated
environment in real-time.
From the above discussion it seems that the researchers looking into the process
of communication are defining it in terms of the activities possible – interchange of
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information between user and sender, how these messages are responded to and the
ability to control the amount of information being given out or received.
Feature related definitions
Researchers have also stressed the features of interactivity while trying to define
it. Ha and James (1998) identified five characteristics of interactivity – playfulness,
connectedness, choice, reciprocal communication and information collection. To these
researchers playfulness is an important component of interactivity as they feel it can draw
people in with its arousing environment. Connectedness refers to the ease with which
users can gain information by clicking on hypertexts and moving from one site to another
without actually shifting from place to place. Choice is defined in their study as the
available options that users have while navigating on the Web. Reciprocal
communication refers to the unique ability of interactive media to transcend the typical
one-way communication and allow senders and receivers to interchange roles. The
researchers also felt that the ability of the Web to collect information about the users
(when they were willing to provide it) and use it to cater to them better, constituted an
important aspect of interactivity.
Jensen (1998) and Lombard and Snyder-Dutch (2001) both identify user control
as a key feature of interactivity. The number of changes and the kind of changes that the
user can do to the mediated information is of vital importance to Lombard and Snyder-
Dutch. For example, the more the user has control over the order of events in a mediated
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message presentation and the pacing of it, the more he/she feels it to be an interactive
experience.
Though it might seem that these two groups overlap, it needs to be kept in mind
that the process related definitions are primarily focusing on the activities associated with
interactivity, whereas the features related definitions are focusing on specific
characteristics of interactivity (mainly Web sites). For example, interchange of
information is the activity possible through interactivity, but the feature that helps
execute it is the chat room. Similarly, the ability to control the information being sent out
or received is a process of interactivity, but the feature that helps us do that is the online
search engine.
In this study interactivity has been conceptualized as to the amount of control the
participant has in choosing the outcomes of the segments of the CD-ROM. Since this
control comes from the ability to click on the computer interface to further the progress
of the story in the CD-ROM, this study looks at user control and interactivity more as a
feature than as a process or a perception.
Perception related definitions
Perceptions about interactivity or to the extent users feel they are in an interactive
environment play an important role in some definitions of interactivity. Schumann, Artis
and Rivera (2001) look at interactivity as the users’ choice to interact and thus define
interactivity as an aspect of the user and not of the medium. McMillan (2000) defined
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interactivity based on users’ perception of two-way communication, user control, sense
of place (where users feel they are in an “online environment”) and time sensitivity (the
speed with which messages can be delivered and processed by users). For these
researchers defining interactivity in terms of perception, the experience the users have
while in an interactive environment is of paramount importance. Their research indicates
when people feel part of an environment without actually being there, it enhances their
sense of place and makes their experience more interactive.
Reeves and Nass (1996) also found in their studies that features of multimedia
presentation can create an illusion where the users might feel transported to the world
presented in the media, thus enhancing their perception of the interactive experience.
The more the users feel they are in control of the mediated communication, the
more interactive they feel the experience is. Users feel the same way about time
sensitivity - the closer to “real time” or the more simultaneous and continuous the
exchange of information gets, the users tend to feel it as more interactive.
Definitions with a combined approach
Other definitions of interactivity have taken a more holistic approach. Coyle and
Thorson (2001) define interactivity in terms of speed, user control and good mapping.
Mapping refers to how similar “controls and manipulations in a mediated environment is
to controls and manipulations in a real environment”. They cite the example of a Web site
which offers information about a particular band, sells their CDs and has a message board
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for the fans of the band. Just as in real life we would have gone to a shop to buy the CD,
or leafed through a magazine to get information about the band, or talked to other fans,
we can do the exact same things on their Web site. Since the mediated environment
closely resembles the real life environment, this is a good example of mapping.
Heeter (1989) explained interactivity in terms of six dimensions, which include
a) complexity of choices available to the user (extent to which users are provided with
varied choices of information), b) the effort needed on the part of the user to access the
information, c) the degree to which the medium can be responsive to the user,
d) monitoring information use, e) ease of adding information by the user which a mass
audience can access and f) facilitation of interpersonal communication.
In order to posit their definition of interactivity with a combined approach the
researchers blend feature related components like availability of choices and mapping
with process related constituents like user control and access to information along with
perception related features of experiencing an interactive medium.
Key concepts in interactivity research
McMillan and Hwang (2002) went on to identify three key concepts which had
overlapped in these definitions of interactivity – user control, direction of communication
(feed back, responsiveness, senders and receivers becoming indistinguishable etc) and
time (speed of delivering messages, speed of response, getting a response in real time
etc).
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As can be seen from the above discussion, researchers have tried to define
interactivity from different aspects without actually verifying the validity of previous
definitions. In trying to define interactivity differently than the others, most of the studies
have not looked at interactivity holistically. Defining interactivity is indeed important,
but it is also equally important to relate it to the broad field of communication. Research
is needed to understand the processes and effects of interactivity in relation to other
concepts which could eventually lead to the formulation of a theory of interactivity. It is
also vital to understand the practical implications of interactivity instead of trying to
define it endlessly. With the interactive medium extensively in use today in various fields
it is of utmost importance to know how to structure interactive messages in order to reach
out to the audience better. This study hopes to look at both the theoretical and practical
aspects of interactivity by researching the effects of interactive CD-ROMs on attention
and recognition memory which are vital components in any mediated communication
environment.
Since this study involves participants experiencing an interactive CD-ROM on a
computer, it is necessary to understand how humans react to an interactive medium like
the computer.
Human – computer interaction
Since the human- computer interactions are one of the most prevalent interactive
conditions, researchers have tried to define it in the context of this exchange. According
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to McMillan (1999) these definitions can be grouped under three categories. One
definition focuses on the individual and his/her interactive behaviors and its effects
(Salomon, 1990). The other category is the structural approach to interactivity, where the
features of the communication channels are researched into, drawing a distinction
between the old and the new media.
The third approach was posited by Rafaeli (1988) who disagreed with the
structuralist approach by maintaining that interactivity was not a characteristic of the
medium but was “… a process related construct about communication. It is the extent to
which messages in a sequence relate to each other, and especially the extent to which
later messages recount the relatedness of earlier messages.” (Rafaeli & Sudweeks, 1997).
They researched in the context of group CMC (Computer Mediated Communication) and
termed interactive communication those messages which were responsive to previous
postings and reflected back on it. They did not look into the quantitative aspect of how
many interactive features were available, but rather looked at interactivity as an
interpersonal communication process.
Amongst these myriad definitions a recent distinction looks at online interactivity
as either content interactivity, where the users have control over the presentation and
modification of the content, or interpersonal activity involving interpersonal conversation
mediated by technology (Massey & Levy, 1999).
Bucy (2003) posited interactivity as “reciprocal communication exchanges that
involve some form of media, or information and communication technology”. He thus
restricts interactivity to describe communication mediated through technology and not
just any communication involving a dialogue.
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As can be seen from the above discussion, interactivity has been defined in
numerous ways by researchers, which has its own strengths and weaknesses. By defining
it in various ways the research has shown us how complex a concept interactivity is but at
the same time by not looking at it in more depth has led to an absence of a coherent
theory of interactivity.
The same scenario can be found in the different approaches to define human-
computer interaction. While some research has been restricted mainly to interpersonal
communication facilitated by the Web, others have looked at it from a reciprocal
communication point of view where the user is in control of the information exchange
using the interactive features available.
As is apparent from the above discussion, interactivity needs to be understood –
not perpetually redefined. This is where a cognitive processing approach can prove vital
as it can look at interactivity not just from a feature, process or perception point of view
but study it at the very root level of information processing of an interactive message.
Advantages and disadvantages of interactivity
Even though researchers have been working on the conceptualization of
interactivity for a long time, results have been divided regarding the benefits of
interactivity. Rafaeli (1988) stressed on the advantages of interactive media as it led to
increased motivation, satisfaction, learning and more involvement with the process.
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Recent studies however have shown that interactivity might not be always
beneficial. Sundar (2000) experimented with multimedia in an online news Web site by
varying the modalities available to the users. He manipulated interactivity in terms of
user control in five conditions where users could access the information with a) text only,
b) text and pictures, c) text and audio, d) text, pictures and audio and e) text, pictures and
video. Results showed that in general, audio and video downloads tended to hinder
memory for story content and led to negative evaluations of the site and its content.
He posited that online interactive features might make greater demands on the
user in terms of expertise and cognitive resources leading to confusion and reduced
memory. He also felt that the multimedia downloads could have triggered automatic
processing in the participants, causing their minds to wander across the screen and the
site, thus diverting them from exerting controlled attention. Yet another reason posited by
the researcher dealt with the participants’ reception of the audio and video downloads as
similar to their reception of radio and television. Research has shown these two media to
involve comparatively low levels of attention and that might have been responsible for
the low levels of memory regarding audio and video downloads.
In the marketing context, Ariely (2000) researched into the advantages and
disadvantages of interactivity by looking at controlling information on a Web site in the
context of consumer’s decision quality, memory, knowledge and confidence. In his study
he utilized two different levels of information control. In the high information control
condition, participants had complete freedom to choose the different sequences in which
they wanted to see the information being displayed. In the low information control
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condition, the participants had no freedom to choose the sequencing of the information
presentation, viewing the information presented like a movie.
He observed that greater interactivity was associated with consumers finding it
easier to take decisions, having better memory and knowledge and being more confident
in their decisions. However, it had a detrimental effect when the information control
created greater demands on the processing resources as it tended to hinder the subjects’
ability to use the information presented on the Web site. In Web sites which required
lesser processing resources, information control proved advantageous.
Liu & Shrum (2002) posit that one of the reasons causing the divided results
regarding the benefits of interactivity might stem from the fact that they have been
conceptualized differently in the studies. Since these studies measure different concepts
of interactivity and define and manipulate it in the study in different ways, the results can
vary as to whether interactivity is a positive or a negative aspect of the medium.
By looking at interactivity from a cognitive processing point of view, this study
hopes to avoid the pitfalls of previous experiments. The advantages and disadvantages of
the interactive CD-ROM will be mainly based on the information processing results
recorded in real time while the participant is being exposed to it. It will be based on an
understanding of how people process interactive messages and will not be solely
dependent on how interactivity is conceptualized in the study.
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Interactivity paradox
Researchers have found that interactivity produces favorable evaluations while at
the same time eliciting frustration. Sundar (2000) found that even though multimedia
generally tended to hinder memory for online news content and contributed to negative
evaluations of the Web site, a majority of the participants really appreciated the audio and
video downloads on the site.
Similarly, Bucy (2003) researched with the interactive and non-interactive news
Web sites in order to determine how the subjects responded to it emotionally and how
they evaluated the Web site. The subjects tended to rate the interactive situation as more
participatory and involving but at the same time were more confused and frustrated than
subjects in a non-interactive reading task. He came to the conclusion that even though
interactivity was able to bring users closer to news through interactive features that
entailed more involvement, at the end they were left rather confused. This seemingly
discordant scenario has led researchers to term it as the “interactivity paradox” (Bucy,
2003). In the context of cognitive processing this paradox might be thought of in terms of
cognitive overload where the user has too much information offered to him/her. This
might explain the fact that even though the interactive features might seem appealing to
them, the sheer load of information to go through leaves them confused.
Keeping this discussion in mind, it needs to be determined how the interactive
CD-ROM will fare with the users. Its interactive features might lead to more involvement
and more appreciation, but what if it led to confusion and frustration? The goal for the
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CD-ROM is not to make the users confused, but to help them remember the important
message points. The divided results regarding the benefits of interactivity along with the
“interactivity paradox” prompt the first research question:
R1: Will the Interactive CD-ROM be more effective than the non-interactive CD-
ROM?
As mentioned earlier, researchers have been long content to define interactivity
without trying to understand it holistically. This study adopts a cognitive processing
approach which has the potential to understand interactivity at the very base level of how
people process an interactive message and thus give us a better understanding of the
effects of interactivity – whether it is seen from a feature, process or perception related
point of view.
In order to understand how people process these mediated interactive messages an
important concept that needs to be studied is attention. As with any mediated message, it
is necessary to determine how it can be presented in the best way so that people pay
attention to it and remember it. Paying attention is the first step in processing a message
and understanding how people pay attention to interactive messages would help us
understand the whole cognitive process better.
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ATTENTION
The concept of attention has long been studied by researchers. Though it was
shunned for a while by the behaviorists, who did not believe that the internal activities of
the human brain could be studied or measured, it was revived in the 1950s when it was
becoming increasingly apparent that there were limitations and variations in performance
levels (Kahneman & Treisman, 1984).
Definition
Though attention has been defined in a number of ways, James (1890) succinctly
stated that, “It is the taking possession of the mind, in clear and vivid form, of one out of
what seem several simultaneously possible objects or trains of thought.” One pays
attention when he or she blocks out other stimuli and focuses on one by making use of
the available cognitive resources. It acts as a control mechanism where it helps a living
organism focus and move towards accomplishing goals.
Controlled and automatic attention
Over the years attention has been categorized in a number of ways. An important
categorization for this thesis is that of controlled and automatic attention (Schneider,
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Dumais & Shiffrin, 1984). They defined controlled attention as a “slow, generally serial,
effortful, capacity-limited, subject-regulated processing mode that must be used to deal
with novel or inconsistent information.” When we consciously choose to pay attention to
stimuli, we exert controlled attention. For example, choosing to listen to our favorite
music is an example of exerting controlled attention. Research has shown that controlled
attention requires more resources to execute.
On the other hand Schneider et al (1984) define automatic attention as “a fast,
parallel, fairly effortless process that is not limited by short-term memory (STM)
capacity, is not under direct subject control, and is responsible for the performance of
well-developed skilled behaviors.” For example, hearing the fire alarm go off makes us
pay attention to it automatically, without us exerting any control over it. Over time, with
repeated exposures to a task, it is possible to switch from controlled attention to
automatic attention. For example, the task of dialing the same number can be learnt so
thoroughly that we need not consciously decide to pay attention to it anymore.
In order to establish how controlled and automatic attention operate, Schneider et
al. did extensive research involving stimuli and responses which were consistently
mapped (CM) – where the subjects make the same responses to the stimuli presented, and
variably mapped (VM) – where subjects have to vary their responses to the different
stimuli presented. Results showed that when stimuli and responses were variably mapped
over trials, no automatic processing developed. But with stimuli and responses
consistently mapped, automatic processing did develop over the trials. Results also
showed that automatic processing, once acquired, became rigid and inflexible. This is
known as the rehearsal effect where through continuous practice controlled processing
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can be switched to automatic processing. Controlled processing remained highly flexible
in their studies since the subjects had to consciously decide how much cognitive
resources were going to be used. The researchers came to the conclusion that almost all
tasks involved varying amounts of automatic and controlled processing.
Orienting response
Stimuli that elicit automatic attention also tend to elicit a reflex action called
orienting response in us (Sokolov, 1963). This response was called the “what-is-it”
response by Pavlov (1927) who encountered it in his research on classical conditioning of
dogs. He thought it to be a reflex action which brought about immediate response in the
subject when there were novel or signal stimuli in the environment. For example, our
reaction to a sudden loud sound (novel stimulus) or our name being called out in a crowd
(signal stimulus) is an orienting response – it helps us orient to the new stimuli in our
environment.
The automatic processing that leads to orienting response (to be referred to as OR
from here on) however is different from automatic processing learned through rehearsal.
Through repeated practice, we learn to execute a task more efficiently, paying minimum
attention towards it. But we never grow accustomed to the novel or signal stimuli that
prompt an OR in us. For example, a sudden loud noise will always elicit an attention
switch in us leading to an OR.
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Sokolov & Cacioppo (1997) explain OR in terms of stimuli presented to the
central nervous system as a neural model. We have neural models in our brain of
thousands of stimuli that we have been exposed to. These models are connected through
extensive neural networks which get activated when we are exposed to stimuli. These
stimuli are evaluated in terms of the existing neural models in our brain. If there are
discrepancies between the model and the new stimuli, then more attention is paid to it.
But if there is a match between the stimuli and the neural model then no extra attention
needs to be paid. In this manner, a person can orient to new stimuli and get habituated
with the same repeated stimuli.
Näätänen (1986) proposed two different aspects of the OR. The arousal
component of OR help facilitate sensory and motor functions and is controlled by
energetical (arousal) aspect of brain function. The attentional component is characterized
by an attention switch to the novel stimulus which is controlled by the informational
aspect of brain function.
Graham and Clifton (1966) proposed that phasic (short-term) heart rate response
to stimuli was a reliable index to OR and this is the method that is widely in use in
psychophysiology. Other indicators of OR include decrease in irrelevant motor activity,
high-frequency and low-voltage EEG activity.
Selection theories of attention
23
Since the human cognitive capacity is limited, it follows that not every stimuli
will catch our attention and this is the concept of the attention “bottleneck” (Kahneman,
1973). According to him, selective attention was the process where the subject can
selectively choose to pay attention to a stimulus while disregarding other stimuli.
Researchers have proposed several different theories as to why the attentional
“bottleneck” occurs – the point where cognitive processing becomes limited and subjects
have to resort to selective attention. The early and late selection theories both proposed
that at any given moment attention could be paid to only one task. The researchers
proposed that attention could be switched back and forth between tasks very quickly in a
dual-task situation (Broadbent, 1982). Hoffman (1986) posited that in tasks which were
continuous, subjects may be able to “queue” certain processes and switch attention at
critical points in order to carry out the tasks.
Resource theories of attention
Radically different to the idea of selection theories is the concept of the resource
theory which sees attention as a resource that can be shared between two parallel tasks
(Wickens, 1984). Attention can also be allocated flexibly between two parallel tasks. This
allocation of resources can depend on the nature of the task, the stimulus or its relevance.
Resource theory essentially characterizes attention as shareable, flexible and allocatable,
though in different proportions. When resources or capacities are exceeded, enough
attention cannot be paid and this results in information being missed.
24
Though both the selection theory and the resource theory looked at how subjects
pay attention when exposed to stimuli, they approached it in two very different ways. The
main thrust of the selection theories were that since we possessed limited attention,
attention could only be paid to one task at a time. On the other hand, resource theories
looked at attention as a pool of resources that could not only be shared between two
tasks, but could also be allocated in varying amounts.
Keeping these two theories in mind, Basil (1994) proposed that attention has been
used in two distinct senses in psychological and communication literature. In selection
theories, it is seen as the “selection” of information from the environment at the exclusion
of others. In the resource theories, attention is seen as the “amount” of resources being
allocated towards stimuli.
In order to understand how attention is paid in terms of available pools of
resources, it is important to understand the human cognitive system and how it allocates
resources towards various tasks.
COGNITIVE PROCESSING AND LIMITED CAPACITY MODEL
The act of understanding how the human cognitive system processes media is a
complex one. Earlier research had predominantly asked the question “what” when it tried
to understand the cognitive system, adopting an essentially media effects approach. It
thought of the brain as a black box where messages pass through and produce an effect
25
on the consumer – but what goes on in the black box was out of bounds for this kind of
research.
The Limited Capacity Model (Lang, 2000) looks at information processing to
understand how the “black box” of the brain works. It essentially assumes that humans
are not passive receivers, but active processors of the stimuli presented to them.
Secondly, their powers of processing are limited – when they have too many tasks to
accomplish, their performance will diminish when the processing powers will fall short
of the processing demands. It may either happen that the person chooses to allocate fewer
resources towards a stimulus or it might happen that processing a stimulus requires more
resources than is available to allocate towards it.
In this model, information processing is seen as comprising of both automatic
and controlled processes (Shiffrin & Schneider, 1997). These processes are termed
encoding, storage and retrieval and can go on in a parallel manner in the brain. In the
process of encoding, attention must be paid to the stimuli, but since we only have limited
capacity to process them, only bits of information actually get processed and stored in the
working memory. As mentioned earlier, this attention paying can be controlled
(voluntary) or automatic (involuntary). Controlled attention paying is directly related to
the person’s goals whereas the stimuli that tend to elicit automatic attention are novel in
nature or are learned signals.
It is expected that when the participants are faced with the interactive screen and
have to choose the next segment that the CD-Rom will progress to, they will have to
exert considerable amount of attention, consciously choosing to allocate resources
towards it. This is going to be controlled attention paying where the focusing is done
26
internally in order to make a decision. Research has shown that controlled attention when
directed internally elicits faster heart rate (Lang, 1994).
This leads to the first hypothesis:
H1: Users will experience faster heart-rate when taking decisions on the
interactive screen than when they are watching the CD-ROM.
User control and orienting response
As mentioned earlier, this experiment uses two types of interactive CD-ROMs,
one with high interactivity and one with low interactivity. In the high interactivity CD-
ROM the users have complete control to choose the outcome of the segment, whereas in
the low interactivity one, the user has limited over the outcome of the segments presented
in the CD-ROM.
Lang, Borse, Wise & David (2002) proposed that the component of user control
in computer-mediated communication might prove important in information processing
among subjects. This user control would have an effect on the newness of the stimulus, as
the subject would be consciously choosing to start its onset. This in turn, may have an
effect on the size or occurrence of OR, as the stimulus might not be that novel anymore.
However, despite the stimulus being expected, it might produce OR as new stimulus is
27
still going to be introduced into the environment. Based on this reasoning, they tested
whether control over stimulus (in this case, headlines appearing on computer screens)
changed the size or occurrence of OR or not. The results showed that it did not.
The subjects viewing the two forms of CD-ROMs in this study are in a different
situation than subjects looking at headlines on the computer screen. The CD-ROM is
more akin to an interactive movie where the user is in control of the flow of story from
one segment to the other. But as explained earlier, the high interactivity CD-ROM will
allow for much more user control than the low-interactive one. It can be expected that
since the high interactive CD-ROM user already knows which segment is going to occur
based on his/her conscious decision, he/she might experience lesser OR than the low
interactive user who doesn’t know what is going to happen next. It might be expected that
their expectation predictability regarding how the segment is going to progress
(according to the decisions they consciously made), will take away some of the novelty
of the situation. This leads to the second hypothesis:
H2: Subjects will experience greater OR in the low-interactive situation than in
the high-interactive situation during change of segments in the CD-ROM.
Physiological measures of attention
As mentioned earlier research has shown heart rate to be a reliable indicator of attention
(Lang, 1994). The heart is controlled by the autonomic nervous system which is split into
28
the sympathetic division and the parasympathetic division. The sympathetic division
functions to make us excited about new stimuli, while the parasympathetic function
calms us down.
When heart rate is used to measure how much attention is being paid to a task,
attention is usually thought of in terms of phasic or tonic. Tonic refers to long-term
attention while phasic refers to short term attention.
Research has shown that when a person orients, his/her heart rate slows down.
This slowing down of the heart rate occurs over two to five heartbeats immediately
following the exposure that caused the OR. So phasic attention can be studied in order to
determine which aspects of the CD-ROM brought about OR among subjects.
Tonic attention refers to long-term attention and is associated with concentration,
vigilance etc. Research has shown that tonic attention is characterized by the heart
beating faster and it generally continues to beat faster as long as the task continues.
Lang (1994) came to the conclusion that though the slowing down of the heart
interacted with the speeding up of the heart beats, the causal mechanism behind it was
still not determined. However, paying attention internally necessarily resulted in a faster
heart beat, whereas paying attention externally to take in new information resulted in a
slower heart beat.
As controlled attention forms an integral part of this study it is also important to
know how engaged or involved the subjects are in the interactive conditions. It is of vital
importance to know how much controlled attention they are paying and how involved
they are when they are being exposed to the CD-ROM. It would also be useful to
29
physiologically measure how much controlled attention they are paying and compare it to
a self-report in order to have a better understanding of their involvement.
Controlled attention and Involvement
Involvement has been variously conceptualized and operationalized in the field of
consumer research. (Zaichkowsky, 1985; Yoon, Bolls & Muehling, 1999). For example,
Batra and Ray (1983) posit that involvement has mainly been defined in terms of product
class or involvement with an advertising message. The definition in the context of
processing advertising message looks at involvement in terms of the “amount and type of
mental effort or attention consumers are willing to invest in cognitively processing and
storing commercial information in memory.”(Gardener, Mitchell & Russo, 1985).
Liu & Shrum (2002) also defined involvement as the “extent of cognitive
elaboration that occurs in a communication process”. They propositioned that the two key
aspects of interactivity – user control and two-way communication would lead to more
user cognitive involvement. They reasoned that active control meant that the users would
have to pay more attention and be more involved in making decisions. This necessarily
meant that the users would have to expend more processing power and cognitively
elaborate on the interactive decisions. So a measure of cognitive involvement would also
be a good indicator of the amount of controlled attention being paid by the users.
Liu & Shrum (2002) also maintained that since interactivity entailed two-way
communication it would also be more engaging than one-way communication where the
30
user can be a mere passive receiver of messages. In an interactive situation, the user is an
active processor and creator of messages which entails more cognitive elaboration and
thus involvement.
It would be interesting to determine the level of involvement of the users while
using the interactive CD-ROMs as that will indicate the amount of controlled attention
being paid. The results could then be compared to the results of actual controlled
attention paying using the physiological measures discussed above. Comparing the
results between the high-interactive and low-interactive CD-ROMs would help us
pinpoint the features that require more involvement and attention. It would lead to a
better understanding of the aspects of interactivity which are highly involving and engage
the user’s controlled attention and aspects that do not. It would also help us understand if
participants don’t need all the resources they think they need to process the messages.
Research has shown that people allocate more controlled cognitive resources in
processing high-imagery radio advertisements than maybe is required. (Bolls & Lang,
2003, in press).
This leads to the second research question:
R2: How will post-exposure, self-reported perception of attention compare to
physiological measures of attention in the context of the interactive CD-ROM?
31
METHODOLOGY
Independent Variable
.The independent variable in this study is interactivity which has a low and a high
level and is a between subject’s variable. Interactivity was defined in this experiment as
to the amount of control the participants had in actively choosing the consequences of
certain situations presented in the CD-ROM.
For example, in the high-interactivity CD-ROM the two protagonists were shown
to be left alone in the house for a night. (The participants were instructed to identify with
the main protagonist and asked to take decisions on his behalf). Taking advantage of
being alone, one of the friends offered the other an alcoholic drink. At this juncture an
interactive screen popped up where the participant could either choose to say “No way”,
“No Thanks. You go ahead” or “Pour me some”. Depending on which of these options
the participants chose, they progressed further on these three paths. More of these
interactive options were presented to them at frequent intervals as they proceeded with
the CD-ROM. For example, if the participants chose “No way” then he got offered a
drink again. If the participant refused it and chose not to have a party in the house then
the protagonist ended in a positive situation where he got rewarded by being given movie
passes. On the other hand, if the participant chose to drink by deciding on “Pour me
some” or allowed the protagonist’s friend to drink and have a party in the house by
32
deciding on “You go ahead”, then the protagonist could find himself in a range of
negative situations including being responsible for the arrests or deaths of his partying
friends or being killed himself in a drug abuse incident.
In the low-interactive CD-ROM, the same scenario was shown but the participant
was given far fewer choices to make. For example, when the participant had decided
which of the three initial interactive options to choose (“No way”, “No thanks. You go
ahead” or “Pour me some”) he/she was not given any further choices. If the participant
chose “No way” then the protagonist was rewarded with a car at the end. If the
participant chose “No thanks. You go ahead”, then the protagonist ended up with the guilt
of being responsible for the deaths of his partying friends in a car crash. If the participant
chose “Pour me some” then the protagonist died at the end from drug abuse.
Dependent Variables
One dependent variable in this experiment was attention. Automatic attention was
measured through an orienting response which is an involuntary response to novel or
signal stimuli. This experiment analyzed the orienting response when the viewing
segments changed in both the high and low interactive conditions.
Controlled attention was measured through a self-reported questionnaire as well
as heart rate. The self-reported questionnaire had a four-point scale that was modified
from the Muehling and Lacziak’s (1998) self-reported attention scale (Wang, 2003). The
questionnaire measured how involved the participants were when they were exposed to
33
the CD-ROM and consequently showed how much controlled attention was being paid by
them. The questionnaire featured a 7 point semantic differential scale with the bi-polar
terms “not at all” – “very much”. Participants were required to indicate if they “paid
attention to the claims made in the CD-ROM”, “concentrated on the messages presented
in the CD-ROM”, “put thought into evaluating the messages in the CD-ROM” and “felt
the information presented in the CD-ROM was relevant to their needs”.
The other dependent variable was recognition which tested how well content was
encoded into memory (Zechmeister & Nyberg, 1987). Encoding necessarily is an
indicator of the amount of resources that were allocated towards processing the message.
By giving us an idea about how well the messages in the CD-ROM had been encoded
into memory, it indicated how effective the CD-ROMs were.
After being exposed to the CD-ROMs, the participants were given a distracter
task where they were shown 3 minutes of an episode from “Friends” to clear their short
term memory. After they had viewed the clip, their recognition memory was tested. It
was measured through a speeded recognition test where the participants saw 2 second
long audio-visual clips of 4 correct and 4 incorrect message points that they were exposed
to in the CD-ROM. The clips were randomly edited from the CD-ROMs using Adobe
Premiere 6.0 and there was one clip edited from each of the viewing segments present in
the CD-ROM. The 4 correct clips were chosen randomly from the segments the
participants had seen in the CD-ROM and the 4 incorrect clips were chosen randomly
from the segments they had not seen in the CD-ROM. For example, if in the high
interactive condition the participant chose “you go ahead” then the researcher showed 4
correct clips from the segments that the participant had seen and which the researcher had
34
mapped on the flow chart (see appendix). For the 4 incorrect clips the researcher chose
segments from either “Pour me some” or “No way”, segments that the participant had not
seen.
After each of the clips played on the screen, a message box appeared on the
screen asking them if they remembered seeing the clip or not. The participants were
instructed to click on the “yes” button if they remembered seeing the clip and “no” if they
did not. Recognition data was coded for percent correct.
Stimulus Material
Participants were randomly assigned to any of the four CD-ROMs which either
had high interactivity/fast pace, high interactivity/slow pace, low interactivity/high pace
or low interactivity/slow pace. The pacing manipulation was used for another study.
These CD-ROMs were developed for an ADA grant meant to prevent impaired teen
driving. The content for the CD-ROM was decided after extensive discussions amongst
members of PLADD and the members of the Benton-Franklin (Washington) Substance
Abuse Coalition group which deals with at-risk teenagers. In these discussions common
situations where an adolescent might be tempted to indulge in substance abuse were
brought up. The scenario presented in the CD-ROM (where parents are gone for the
weekend, leaving the kids alone at home) was decided upon finally as it was thought to
have suitable impact as a situation that can happen to anyone.
35
These CD-ROMs presented participants with varying levels of control (depending
on whether it had high or low interactivity) to choose how the story progressed. In the
high interactive condition the participants had multiple opportunities to decide the
outcome of the segments while in the low interactive condition they were given only one
opportunity. Participants were asked to sit in front of a 14” screen laptop computer where
the CD-ROM was shown. The researcher monitored his/her progress with it on
flowcharts for the high and low conditions.
Apparatus
To measure OR and controlled attention, heart rate data was collected using three
Beckman standard silver-silver chloride (AG-AGCL) electrodes filled with conducting
gel. Initially, two of the electrodes were placed on the two collar bones and two were
placed on the participants’ non-dominant fore-arm - one on the wrist and one near the
elbow. However, in later stages of the study, the electrode from the collar bone was put
on the dominant forearm to get a better heart rate signal. The signal collected from these
electrodes was passed through a Coulbourne bio-amplifier, then to a Coulbourne bipolar
comparator connected to a Coulbourne one-shot and finally into the computer. Raw data
were collected as milliseconds between heart beats which was converted into beats per
minute averaged over one second intervals. The data was cleaned through a program
called VPMEVENT (Cook, 1990) which flagged any data that fell outside the range of
500 -1300 milliseconds as was specified for this study. The researcher manually started
36
and stopped data collection when orienting response (OR) was recorded at segment
points.
Participants and Procedure
There were 71 participants aged 18-19 for this experiment. The participants were
assigned to the two conditions randomly and there were 28 in the high interactive
condition and 34 in the low interactive condition. Data from 9 participants had to be
discarded due to bad sensors. The participants were randomly chosen from the freshmen
class at Washington State University. They participated in the experiment individually at
the Laboratory of Communication, Emotion and Cognition at WSU. On arrival at the
psychophysiology laboratory they were greeted by the researcher and were asked to a
sign an informed consent form which stated the procedures and risks involved in the
collection of physiological data. The researcher prepared the participant for the data
collection and asked if they had any questions and when they were ready began playing
the CD-ROM. After the participants had been exposed to the CD-ROM, the researcher
instructed verbally how to complete the self-reported attention questionnaire. After
completing the report the participants were given a distracter task in which they watched
an episode from “Friends” for 3 minutes. After this they were given the speeded
recognition test. The participants were thanked for their participation and were
compensated with $15 in exchange for completing the study.
37
RESULTS
Hypothesis 1
This hypothesis predicted that users would experience faster heart rate when they
were taking decisions on the interactive screen than when they were viewing the
segments on the interactive CD-ROMs. When attention is focused internally, heart rate
goes up and since in the decision making segment it was expected that the participants
would think through the process, it was predicted that their heart rate would be faster than
their heart rate when they were just watching the segments.
It needs to be kept in mind that even though participants in the high interactive
conditions took as many as five decisions when they experienced the CD-ROM, the
analysis could only include two decisions, as that was the minimum number of decisions
taken by everyone in the high interactive situation. Participants always took one decision
in the low interactive situation.
For the purpose of this analysis the first 4 seconds of decision making for the first
two decision making segments in the high interactive CD-ROM were utilized. This was
compared against 4 seconds of viewing segment for the first two viewing segments in the
high interactive CD-ROM. Since participants only took one decision in the low-
interactive CD-ROM, it was not used for this analysis.
38
Graph 1
73.9
74
74.1
74.2
74.3
74.4
74.5
74.6
74.7
Decision Heart Rate Viewing Heart Rate
MEANS
HE
AR
T R
ATE
Comparison of heart rate means for decision making (M=74.179) and segment
viewing (M=74.572) shows no significant difference as can be seen in graph 1. This
translates to the participants not paying attention internally during decision making and
thus showing no significant difference in heart rate during viewing segments and decision
making.
39
Hypothesis 2
This hypothesis predicted that users in the low interactive condition experienced
greater OR than users in the high interactive condition when the viewing segments
changed. This would have occurred because the change of segments in the CD-ROM
would be novel for the low interactive users whereas for the users in the high interactive
condition, the change of segments would be brought about by their conscious decision
making.
To get the OR in the high interactive condition, heart rate signals were collected
for 10 seconds. Data collection started with the last second of the first decision making
segment and carried on to the next 9 seconds of the ensuing viewing segment because
that is the time period over which OR should occur. For the same reasons as mentioned
before, only the first two decision making segments and the two consequent viewing
segments were considered for the analysis. In the low interactive condition, time points
where the segments changed after the decision making were manually found out. Data
was collected for 1 second before the segments changed and 9 seconds after it did and
OR was analyzed for these 10 seconds for the first two segment changes.
When the data was subjected to a repeated measures ANOVA
2(segment) X 10(time) no significant cubic or quadratic trend (which is an indicator of an
OR) was found. As seen in graph 2, results showed that regardless of the interactive
condition heart rate did not change over time. Thus participants did not orient in either
the high or the low interactive situation when the segments changed.
40
Graph 2
72
73
74
75
76
77
78
1 2 3 4 5 6 7 8 9 10
SECONDS
HE
AR
T R
AT
E
HEART RATE HIGH
HEART RATE LOW
Research Question 1
The first research question looked into which of the CD-ROMs was more effective in
terms of the participants’ recognition memory (as tested through the speeded recognition
test). Results of a t-test show that there is no significant difference between participants’
recognition in the high or low interactive condition t (67) = -1.212, p< .05.
The participants scored quite highly in both the high (M= 7.06) and low interactive
condition (M= 7.41) for the 8 clips that they were shown for the speeded recognition test.
41
Research Question 2
This research question looked into how physiological measures of attention
compared to post-exposure, self-reported attention measured through a questionnaire.
For the analysis, the data from the questionnaire was subjected to a factor analysis
with varimax rotation for an easier interpretation of the results. The factor analysis
showed that the 4 items from the self-reported attention scale did not make up a uni-
dimensional scale. It produced two different factors as all the four items on the scale were
not measuring the same concept. The two questions regarding whether the participants’
paid attention or not and whether they concentrated on the messages in the CD-ROM
directly measured attention and so these two variables were used to form a new attention
scale which had a reliability of .82 ( Cronbach’s alpha). One –way ANOVA results
showed that participants in the high (M=5.9) and low (M=5.8) conditions did not differ in
self-reported attention. So interactivity did not have an effect on self-reported attention.
To compare these self-reported data with physiological ones, heart rate was
measured for 28 time points. In the high interactive condition the first 9 time points of the
first viewing segment (after they had taken their first decision) and the first 19 time
points of the second viewing segment (after they had taken the second decision) were
analyzed as these were the minimum number of time points that every participant had
been exposed to in the high interactive condition.
In the low interactive condition, the first 28 time points after their sole decision
making segment were analyzed. Results of a repeated measures ANOVA 2 (condition) X
28 (time) showed no significant effect of interactivity on attention. As can be seen in
42
graph 3, participants seemed to have paid attention in both the high and low interactive
conditions as measured through the heart rate. So in the analyses, the self-reported
attention results mirror the physiological measures.
Graph 3
70
71
72
73
74
75
76
77
78
79
1 4 7 10 13 16 19 22 25 28
SECONDS
HE
AR
T R
ATE
HEART RATEHIGH
HEART RATELOW
43
DISCUSSION
The main purpose of this study was to find out how interactivity affected
attention. The results show clearly that interactivity did not have a significant effect on
attention. Whether participants were in the high or low condition, whether they were just
viewing segments or taking decisions on the screen, attention levels did not change
significantly. Attention levels measured through both physiological means and self-
reported attention questionnaire also did not change over the two conditions. As was
corroborated by the self-reported attention questionnaire the participants paid similar
amounts of attention in both the high and low interactive condition.
One possible explanation for interactivity not having any effect on attention could
be the fact that people orient differently to traditional media than they do towards an
interactive media like the computer. Whereas research has shown that people don’t
habituate towards structural features eliciting OR in traditional media like radio and TV,
it might be different for an interactive media like the computer. It might be possible that
the young participants are so used to interacting with a computer that it did not elicit an
OR in them when it normally might have done so in the traditional media. Using an
interactive CD-ROM did not alter their attention significantly because they might have
expected their whole experience with it.
Lang et al. (2002) also found that plain text and boxed text shown on a computer
screen did not elicit cardiac orienting, neither did user control over the onset of
information on the computer have any effect on OR. This study seems to replicate the
findings of Lang et al. (2002) as user control also did not affect OR in either of the
44
conditions. Whether the participants were in the high interactive condition, (knowing
what to expect when the segments changed) or whether they were in the low interactive
situation, (not knowing what is going to happen when the segments changed), the data
showed no OR in either of the conditions when the segments changed.
The theoretical reasons behind the findings might be embedded in the workings of
the neural model and the OR as posited by Sokolov, Nezlina, Polyanskii & Evitikhin
(2002). They explained that an OR was mainly geared to recognize new and significant
stimuli in the environment. OR occurs when one is exposed to novel stimuli – something
different from what one has observed before. The human brain has numerous neural
models of the stimuli it has been exposed to and all these neural models are
interconnected through extensive neural networks. When we are exposed to stimuli they
are evaluated in terms of the existing neural models in our brain. If the stimuli is novel
then the “novelty signal” sent to these neural models is very high as there are no previous
neural models to compare the new stimuli with. This results in an OR as more attention
needs to be paid in order to analyze the new information. However, if the stimuli are
repeated, then the novelty signal weakens as neural models of that stimuli already exist in
our brain. Since there is a match between the neural models and the stimuli, no extra
attention needs to be paid to it and thus no OR is elicited. In this way, a person can orient
to novel stimuli and get habituated by being exposed to the same repeated stimuli.
The threshold of novelty needs to be crossed in order to orient and in the CD-
ROM presentation it seems that the features failed to do so and thus was unable to elicit
an OR. The students might have had extensive neural models for stimuli generated by an
interactive media like the computer possibly because they might have had extensive
45
exposure to it. It might also be possible that they have had previous experience of
watching similar stimuli in high school driving classes. Since the CD-ROM did not offer
them anything novel, they did not orient towards it. It can be expected that if the CD-
ROM had something entirely novel and unique in its content or presentation then the
students would orient towards it.
The reason for interactivity not having a significant effect on the participants’
recognition memory of the CD-ROM clips might be attributed to the fact that the content
presented was very simple. The CD-ROM had a simple storyline with just two main
protagonists and most of the episodes involved the two of them talking in a single setting.
It may also have happened that the clips chosen to administer the speeded recognition test
were really easy to recognize because of the simplicity of the content. Since the content
itself was so simple, it did not matter whether the participant was in the high or low
interactive condition – recognition memory was high for both of them and interactivity
had no significant effect on it.
It should be kept in mind that information processing does not comprise of
encoding only – it also includes storage and retrieval of the message. Just because
interactivity did not have a significant effect on attention does not mean that it doesn’t
affect the other processes too. It might be possible that interactivity might lead to users
elaborating more on the message, processing it with more effort and thus becoming more
involved with it. This might lead to the messages getting well stored in memory and
getting retrieved in an effective way. A cued recall can be administered to test how well
these messages have been stored in memory and a free recall can be used to test how well
these messages can be retrieved from memory. A lot more research needs to be carried
46
out in this field and interactivity should not be discarded as an intervention method based
only on its inability to significantly affect attention.
It is also interesting to note that heart rate did not become faster when the
participants were taking decisions compared to when they were viewing segments. A
possible reason for this could be that in the interactive decision screen, a voice over was
present for each of the decisions. So when a participant pointed the cursor towards a
decision, he/she also heard the voice-over repeat that decision. The fact that they had to
take in more information from the outside on the decision screen, might have prevented
them from focusing attention internally and thus not showing a faster cardiac rate.
However, it needs to be kept in mind that participants took varying lengths of
time to decide and took different number of decisions depending on the condition they
were assigned to. For the purpose of this analysis only the first 4 seconds of heart rate in
the first two decision making segments in the high interactive condition could be used as
that was the minimum amount of time taken by the participants to decide in that
condition. The results would possibly alter if data was analyzed for participants who had
taken a lot longer to decide in both the high and low interactive condition. The very fact
that they had taken longer to decide would be an indicator that they were weighing the
options and thus focusing attention internally, making their heart rate faster.
Since the results show that change of segments failed to elicit any significant OR,
maybe structural features are not as efficient at eliciting an OR in an interactive media
like the computer as it is with traditional media like radio and TV. To grab attention in an
interactive media stress might need to be laid more on capturing controlled attention
through content as it might be hard to grab automatic attention unless the experience is
47
incredibly novel and unique. As seen with the participants, they seemed to have expected
the way the CD-ROM would function and thus regardless of whether they were in the
high or low condition, they did not orient to the changing of segments.
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CONCLUSIONS
The fact that there were no significant results of this study is in itself significant.
From the results of this study and that of Lang et al. (2002) it seems that the computer as
an interactive media might work differently at eliciting cardiac orienting than other
media. A lot more research is needed to find which features elicit OR and are able to grab
automatic attention in the interactive media. It would also be interesting to find out if a
non-interactive movie shown on a computer elicits OR or not. Even though people don’t
get habituated to structural features eliciting OR on TV, they might act differently when
watching a movie on a computer screen as they might be habituated towards it more.
An interesting area for future research might be to look into recognition memory
in CD-ROMs with complex stimuli involving very interesting content and novel
structural features. Presenting well-targeted content could make the users pay controlled
attention and including novel structural features might grab their automatic attention.
Lang et al (2002) found that animated banner advertisements did elicit orienting response
and it can be hoped that an animated, flashy CD-ROM might be able to capture people’s
automatic attention. However, attention does not equal memory and more research needs
to be done to find out how best to present an interactive message so that it is recognized
better.
The results of this study also shed an interesting light on message design. Since it
would seem from this study that in interactive media structural features fail to elicit
cardiac orienting and thus fail to grab automatic attention, it follows that we need more
novel stimulus to get an OR. Unless the stimuli is absolutely unique and offers the viewer
49
an unexpected experience, it would be hard to get an OR in an interactive medium and
thus get the increase in attention. The other possibility for message design in the
interactive media is to concentrate more on the content and thus hope to capture
controlled attention. In order to do that message designers need to understand the target
audience better and have messages geared towards them.
As a laboratory experiment, this study has several limitations. Conditions in the
laboratory did not represent a natural environment to experience a CD-ROM, but in order
to physiologically measure how people pay attention while they are being exposed to an
interactive medium in real time, such a set-up was necessary. It also seems likely that the
variables present in a more natural environment may have some effect on user’s attention
and recognition, but would not probably change the direction of the results.
Therefore, despite the limitations the results of this study have important
implications. The fact that interactivity did not have any significant effect on either
attention or recognition memory in the study might be an indicator that the interactive
media needs to be treated a lot differently than the traditional media. Trying to
understand the processes and effects of the interactive media in terms of traditional media
might prove futile. A lot more research is needed to understand the complexity of
interactivity and the interactive medium.
Since computers have become an integral part of our society it is of immense
importance to find out how this interactive medium affects us. A better understanding of
this would lead to more efficient ways of communication with this interactive medium.
50
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APPENDIX
Low Interactivity Flow Chart
Low Interactivity
You go ahead Pour me some
1 (Intro) 1 (Intro)
3 (You goahead) 4 (Drink)
5 ( Don’t drink)
9 ( Don’t need beer)
7 (Party)13 (Yes to drugs)
14 ( Don’t drink)
17 (Get out)
No way
1 (Intro)
2 ( No way)
3 (You go ahead)
5 ( Don’t drink)
6 (No party)
11 (Let’s stay)
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No way ( 2 )
You go ahead (3)
Don’t drink (5)
Drink (4)
No party (6)
Party (7)
Let’s stay(11)
Just go (12)
Let’s go (10)
End End End
Introduction
Don’t drink (14) Drink (15)
I’m driving (16) Out (17) Ok (18) No (19)
End End End End
Go get some (8)
Don’t need beer (9)
We’ll go get some (10)
Yes (to drugs) (13)
No (13)
EndEnd
EndEnd
Pour me some (4)
High Interactivity Flow Chart
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CD-ROM EXPERIEMNT PROTOCOL
Before subject arrives:
In the researcher area, turn on power strip, Coulbourn Lablinc stack, researcher monitor and VCR. Make sure the VCR is on channel A1.
In the subject area, turn on the TV. Make sure volume on TV is set to 18.
Make sure radio/television switcher is set to TV.
Prep electrodes.
Skin conductance requires two standardsHeart rate requires two standardsZygomatic (smile) requires two minisCorrugator (frown) requires two minisJust put collars on electrodesWait to put gel into electrodes until participant arrives
Look on subject form and note which CD-ROM order is mentioned. There will be four folders on the computer which will be named “ High/Fast”, “ High/Slow”, “ Low/Fast” and “ Low/Slow”, which will all be stored under the folder “CD-ROM conditions”, which will also be on the desktop.
Condition 1 = High Interactivity/ Fast Pace
Condition 2 = High Interactivity/ Slow Pace
Condition 3 = Low Interactivity/ Fast Pace
Condition 4 = Low Interactivity/ Slow Pace
Only the condition is going to be mentioned next to the subject’s name. When they come in, open the relevant condition’s manila folder and choose the next ID for them. So they will get their ID # only when they come in to participate. Then create a folder with their ID#.
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Make sure the “Friends” tape is in the VCR and cued correctly. It need not be a specific clip, they just need to see 3 minutes of the show.
Place informed consent form on clipboard for subject to read and sign. Start VPM data collection program.
If you aren't in the vpm directory get there! Type "cd\vpm" and hit return, note, you should get the vpm prompt
Type "vpm cdhi" or “vpm cdlow” (depending on the order of the participant) and hit return.
When you are prompted to type in a specification file type "defcdhi.vpm" or “defcdlow.vpm” (depending on whether the condition has high interactivity or low interactivity) and hit return.
When you are prompted to type in subject ID number, do so and hit return
Once subject arrives:
Welcome subjects, have them sit in the subject chair, then give them informed consent forms to read and sign. Ask them to take off earrings and watch. Check their driver’s license to make sure they are 18-19 years old.
Put gel in electrodes while subject reads and signs consent forms
Remember to put KY Jelly in the skin conductance electrodes, electrode gel goes in all other electrodes.
Take the consent form back and put it in the consent forms folder
Place the relevant flowchart on a clipboard for you to track their decisions. The flowcharts are stored in two manila folders called “high interactivity” and “low interactivity”.
Place electrodes on subject Note: Remember that ground electrode now goes on subject's right earlobe and plugs into center hole of the zygomatic lead
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During data collection you need to monitor VPM. You will know you are in the right place by looking at the message on the VPM monitor.
The first message you will see is "waiting to collect baseline"
Collect the baseline data for 5 seconds. Then the screen will say “waiting for introductory scene”. Open the correct CD-ROM folder for them and click on the last file in the folder called “Pladd”. Ask them to follow the prompts they see on the screen and click “Begin” when they are ready. They will be asked to enter their personal information in the CD-ROM and then will be prompted to start taking decisions on behalf of the characters in the CD-ROM. Once they click “start” to begin the interactive segments, start collecting data.
In the course of the movie on the CD-ROM, the screen is going to go gray and that’s when you click the right shift key. You will see an interactive screen pop up and the participant will choose one of the options presented to him/her. Click on right shift key again as soon as they have clicked an option. You need to hit the right shift key only once in the low interactive situation as they only get to choose once. But in the high interactive situation, they can choose up to 6 times. If they go through different paths and get to choose less than 6 options, then you need to keep on hitting the right shift key until “User count” is 6 and the screen says that data collection is complete. Track participant’s choices on the flowchart. (VERY important). You can look through the glass and see which decisions are being made on the computer and track it accordingly. After the 6th decision, VPM will write the data to memory and then kick out back to the VPM prompt. If in the high interactive condition, they choose “no way” and then choose “I am your friend, but no drinking”, then you need to keep on pressing the right shift key and wait for the program to end data collection. You need to re-record their data and ask them to take a different option by asking them to click on “try again”. When done with the CD-ROM, ask them to exit the program. (VERY important).
Give them the questionnaire. Ask them to indicate their choices with a check mark.
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While they are filling out the questionnaire, turn the monitor away and open the folder called “Speed Recognition”. Under that folder open the correct folder with the order that the participant has been assigned to. In the folder open the program called “speedRecog”.
You will be prompted to enter participant’s study ID#. Do it.
In the box that appears next, enter 4 (or 3) clips the participant has just seen (refer to the flowchart) and 4 (or 5) clips they haven’t seen (also refer to the flowchart). Make sure that the correct 4 clips are entered first, followed by the 4 foil clips. (VERY important).Make a note on the flowchart if they are watching 3 correct clips and 5 foil clips.
Click begin. The interface will then have a prompt “click begin when you are ready”. This prompt is for the participant. Put the laptop screen down and collect the questionnaire.
Start playing “Friends”.
Stop “Friends” after 3 minutes.
Pull up the laptop screen. Tell them that they are going to see very short clips from the CD-ROM that they just saw. After each of the clips they will see a message box appear on the screen asking them if they remembered having seen the clip or not. If they remembered having seen it, they should click “yes”, if not, then “no”. Ask them to click on the interface when they are ready.
When done, thank them for their participation. Tell them to please not talk to anyone about the study.
Write down their address where the want the check to be mailed. (VERY important). Tell them that their check will be mailed in a couple of weeks.
Ask them to take back their jewelry and watch.
Make sure the questionnaire and the flowchart are in subject's folder. Put this folder in the correct conditions folder titled “1 = High/Fast”, 2 = High/Slow”, “3 = Low/Fast” and “4 = Low/Slow”.
Clean the electrodes and prepare for the next subject unless it is the end of the day. If it is the end of the day, remember to clean out the gel syringes and then shut of all power and lock the lab area as you leave.
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SELF REPORTED QUESTIONNAIRE
Please indicate the extent to which you believe the following statements to be true about how you experienced the CD-ROM.
I paid attention to the claims made in the CD-ROM.
Not at all _____: _____: _____: _____: _____: ____: _____ Very much
I concentrated on the messages in the CD-ROM.
Not at all ____: _____: _____: _____: _____: _____: _____ Very much
I put thought into evaluating the messages in the CD-ROM.
Not at all _____: _____: _____: _____: _____: _____: _____ Very much
I felt the information in the CD-ROM might be relevant for my needs.
Not at all _____: _____: _____: _____: _____: _____: _____ Very much