User Feedback (Part 2)
FEEDBACK "Is it
a pop up interactive window of a bigger component? I thought
so (maybe I'm wrong, but I have the impression because it is simple and the
size of the window is not a desktop page size)."
REFLECTION It is sometimes hard to delineate the absolute boundaries of a digital
piece of work -- whether creatively, ideologically or otherwise -- and we are
often accustomed to "looking for more". Part of media literacy today involves
a complex sense of -- and demand for -- interconnectedness, even across media
and platforms. As explained in this documentation, Fast City is intended
to propose an effective microcosm for a later series of related installations.
FEEDBACK "Your
professor will not appreciate your choice of sound effects."
REFLECTION Inasmuch as this comment was based on stereotyping, this is perhaps
an understandable but largely unjustified judgement. The assumption is that
media literacy is highly generation-dependent; thus professors, being senior
in age, are less likely to appreciate or comprehend the digital and popular
culture genres implicated in Fast City because they are not in touch
with the street technology of today, and how it is employed
and indulged. Indeed, as with all cases of media authoring, the choice and appreciation
of media elements reflect and impose particular paradigms of socio-cultural
affiliation; whether real or imagined.
FEEDBACK "You should
add more pictures to the interactive buttons."
REFLECTION A valid avenue for improvement. In exploring various forms of digital
media, it appears that users often bring to bear their own abstract mental models
of "perfection", in the sense that we readily judge if multiple media elements
can perhaps be configured in a more "optimal" formula. As technology continues
to offer increasing resources for both media producers and consumers, writers/composers
of hypermedia narratives face the challenge of translating their work to engage
new media conventions. All hypermedia is in this sense "work
in progress", awaiting new technologies and creative ideas to enhance the work
further in terms of both artistic expression as well as user and distribution
features; as perhaps reflected in Mark Amerika's Grammatron project.
[OVERVIEW]
REF:
Amerika, Mark. Grammatron. www.grammatron.com. Online narrative project.