![]() |
Abstract 1. Introduction Examining WebArt and
performing qualitative research into the user's experience may give an
expanded view of some of the otherwise unexplored learning potentials
that the new media offers through its interactivity and use of such a
wide range of expressive elements as sound, visual images, animated objects,
and hypertext. 2. Background
2.2 Narrative:
The Importance of Storying Narrative is both a way of sculpting and structuring information through expressions in different media (e.g.,sound, images and text) into readily understood forms that guide the learner's comprehension; and a cognitive mode that the learner uses to make sense out of information or experiences (Bruner 1986). By monitoring the meaning-making process through learners' narratives while observing their behaviour, we can discern some of the learning potentials, such as natural process learning and goal setting, which can occur through interaction with works of WebArt. 2.3 Setting
Goals and Learning Environments Included in these qualities are the following:
3. The Study
3.2 Description |
|
![]() |
![]() The three works of WebArt were distinctly different in their expression and in the scope of interactivity they offered to users:
3.3 The Participants Some of the responses of the users to the works of art were highly intuitive and elaborate, while others seemed to involve less imagination and personal construction of meaning or narrative. There seems to be a relationship among the level of involvement of the user, the willingness to enter into a deeper exploration of the artwork, and the meaning the user ascribes to the work of art. Levels of exploration can be seen on a continuum ranging from a surface level exploration to deep level explorations. Surface level explorations mainly focused on exploring navigational potentials that involve only spatially oriented exploration, fitting it to functionality and logic. Does the link work? What is the topography of this place? How do I get an overview of this place? At another end of the spectrum one finds the deep level exploration, which is directed towards construction of meaning. What does this space mean to me? What actions can I perform here? What identity can I assume in this environment? |
|
![]() |
![]() ![]() 4. Interaction
with WebArt: Tetrasomia
|
![]() |
![]() |
|
|
![]() |
![]() In this excerpt from a reflection on her activity, Anna expresses a goal, that of being a musical composer. She voices both an irritation with the limitations of the user's actual influence over the work, as well as a fascination with the process, which makes it possible for her to experience a story. There is tension between the perception of being in control of the flow through the interactivity of the media and yet not being given complete control. The user (Anna) voices this tension: " I see this as the point of it, but I also feel irritated that it is not quite so." Some of the interactions
can be described as happening in a zone of tension between the user and
the artwork in which the user goes to the limits of the artwork, explores
its structure, and tries to discern the essence and point of the communication.
Such interactions demonstrate the learner's reflective approach to the
situation. This move towards a global understanding demonstrates the underlying meaning-making strategies of the learner and indicates her goal - to understand the work. Thus, Anna achieved a deep-level approach to the learning situation. In reflecting on the replay of the video in which she considered her interactions with the artwork, when she was turning on and off some sound, Anna expressed the goal for her compositional activity: " I wanted to reach a greater purity" [in the expression]. This was an aesthetic goal that she had set for herself, and obviously she was very involved and engaged in the process of making goals and questioning both her goals and the process. This was also obvious from the video recordings of the session. The artwork Tetrasomia affords an environment which evokes a great deal of creative involvement from this user and a willingness to enter into an interpretive and constructive process. Another user (Bettina) constructed a similar experience in which she perceived herself as symphony conductor. This was the main metaphor for the interactivity imagined in this environment and the role the users' saw as an active possibility. The sounds of the artwork were most readily manipulated and interaction was high; it was through sound that the user could gain some sense of control. The third user (Carl) did not enter this process of construction of meaning. His approach was directed by exploration of the interactive and navigational possibilities of the work. His goal was to explore the different possibilities, but he did not perceive the environment in a way that led to the creation of meaningful connections through his interaction, and he did not get into a narrative or meaning-generating mode with it. He did not interact with it as an environment, but stayed on what could be seen as the surface mode of exploration. |
![]() |
![]() |
|
|
![]() |
5. Time and Reflection
in WebArt: White and Black
Bettina envisions how she could use this artwork in a different situation, where she would have more peace and quiet to explore its potential effects in a more intentional or aesthetic way. In order to make this suggestion, she has to make a meta-cognitive shift and imagine how she might react cognitively in a different situation.
Bettina expresses how important is time for perception and her experience of the work of WebArt. This raises some interesting considerations about the circumstances and attitudes needed to fully appreciate and make aesthetic reflections about this specific work of art. |
![]() |
![]() |
|
![]() |
![]() |
|
|
![]() |
![]() She fully explores the properties through a complex play with the cursor and the White and Black moving strip, a play that has playful connotations when she is discovering new movements and expressions with it. While Bettina and Anna were spending 10-15 minutes exploring this artwork, Carl, when first presented with it, only spent around a brief minute of exploration. Later he returned to it twice, and explored it some more. In the first period when he tried it out, he discovered the relation between the movement of the cursor and the movements of the strip on screen.
Obviously he was not entering into a deeper exploration of this work, one that would go beyond the surface level exploration of the fundamental relationship between the movement of the cursor and the images generated on the screen. He had not been prompted into an interaction; unlike Anna, he had not seen it as a play or a game. |
![]() |
![]() |
![]() ![]() 6. DustHarp: Deepening
the Exploration
|
![]() |
![]() |
![]() Carl had become more engaged and explorative with this production than with the two preceding ones; this was registered in his facial expression and gestures, as well as in his actions and interactions with the program. He was being reflexive about his explorations: "I´m sitting wondering about the relationship between the tones and the sizes of the dots." And he is alluding to a goal: "If I should play some music, though I don't know how to do it." He then continues a process of exploration to make out the causal connections. He ends up making a relation to some inner sense of what he is experiencing. DustHarp represents to Carl a type of artwork that was partly unfolding itself, thereby creating a context, and partly inviting the user to participate in a constructive way, with aesthetically pleasing (to the participants) sounds and colours. It points in this instance to the possible interplay between the design and the users' motivation to explore the work of art, a cognitive consonance or attuning (Gjedde & Ingemann 2001a) that may be reflected in the design of interactive environments in order to gain or sustain a user's motivation and involvement, a design that could make allowances for and support users with different learning styles and preferred modes and approaches. |
![]() |
![]() |
|
|
![]() |
![]() ![]() 7. Conclusions Our study of these environments has significant implications for the design of interactive learning materials. They allow us to consider the involvement of the user, and the way the user expresses reflexivity, deep level exploration, goal setting, and the extent to which users are able to create a context through which they relate their own experiences to the new experience in a meaningful way. Such learning activities can be found through the interplay or dialogue between the design of the works of art and the users, through the interactivity they entered into, and/or through the users' immersion in the work and/or the explorations it inspires. WebArt affords us a complex learning field, which depends on the cognitive resonance between the user and materials for a full exploration and reflection. An important function of art is to stimulate reflection by working at conceptual levels; art is not dependent upon ready made, or solely logical-rational input; it seeks to stimulate interpretation and reflection and offers an experiential dimension that draws on several modes of communication, including affective as well as cognitive dimensions. Questions for further research have emerged from this study and call for a larger scale study, including the issue of gender differences based on the different preferences and cognitive resonance for male and female participants. Can any consistent differences be found in the way women and men interact with and construct meaning relative to the different designs included in this study and other works of WebArt? A larger scale study, with a focus on the interplay between user and design, will investigate how different elements and structures invite exploration. How may the design support the "storying" and goal-setting activity of the user? This follow-up study will include studies of users' interaction with more works of WebArt that represent different designs in order to more fully explore the cognitive resonance with different users, and possible patterns of preference in this. It will also include the design of prototypes to explore specific design issues, which have been raised by this study. While the conclusions of this study are tentative, they do indicate learning potentials and qualities to be considered in the design of learner-centred interactive learning environments and architectures. |
![]() |
![]() |
![]() ![]() 8. References Gardner, H. (1983). Frames of Mind. New York: Basic Books, Inc. Gardner, H. (1993). Multiple Intelligences: The Theory in Practice. New York: Basic Books. Gibson, J. J. (1979). The Ecological Approach to Visual Perception. Houghton Mifflin Company, Boston. Gjedde L.and Ingemann B. (2001 b). "In the Beginning was the Experience". Nordicom Review (2) and Nordicom Information (3). Göteborg University, Sweden. Gjedde, L. and Ingemann, B. (2001 a). "WebArt - Design og metode til undersøgelse af interaktion, fordybelse og narrativitet som læringspotentiale." 15th Nordic Conference for Communication Research. University of Reykjavik, Iceland. Kolb, D. (1984). Experiential Learning: Experience as the Source of Learning and Development. New Jersey: Prentice-Hall. Marton F. and Säljö (1976). "On Qualitative Differences in Learning - 1: Outcome and Process." Brit. J. Educ. Psych. 46, 4-11. Marton F. and Säljö (1976). "On Qualitative Differences in Learning - 2: Outcome as a Function of the Learner's Conception of the Task." Brit. J. Educ. Psych. 46, 115-27. Marton F., Hounsell D., and Entwistle N., eds. (1997). The Experience of Learning (2nd edition). Edinburgh: Scottish Academic Press. Sarbin, T. R., ed. (1986). Narrative Psychology: The Storied Nature of Human Conduct. New York: Praeger. Schank, R and Cleary, C. (1995). Engines for Education. Hillsdale, New Jersey: Lawrence Erlbaum Associates, Publishers. |
![]() |
![]() |
![]() ![]() 9. Acknowledgement |
![]() |
![]() |
|
![]() |