

Why People Don't Use New Media
by Arthur C. Graesser and Jaroslaw Wilkiewicz
Department of Psychology
The University of Memphis
a-graesser@memphis.edu
see Doug's note
These are exciting times in the wonderful world of
computerized multimedia. For a mere $3000, we can have a powerful microcomputer and dozens
of software tools at our fingertips. Standard text editing software comes with a spelling
checker, a grammar checker, a thesaurus, and other special-purpose facilities. We can
purchase books and an entire encyclopedia on a CD-ROM disk. There are hypertext/hypermedia
products that allow the user to quickly navigate through a large volume of text, pictures,
and graphic images. These hypermedia products frequently include music and animated video
at very high resolution (one low-priced PC-based product has a 1600 x 1200 pixel screen
with 16.8 million colors). Some recent products support speech recognition,
three-dimensional sound systems, and virtual reality 3D vision with glasses.
With an inexpensive purchase of a modem and a telephone line,
we can:
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quickly communicate with millions of
other users through Internet (using, for example, the World Wide Web) |
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access listings of all of the books
and journals in the Library of Congress and order articles with a credit card |
 |
access intelligent tutoring systems,
decision support systems, planners, and other sophisticated software |
Once again, this is an exciting point in the history of
information technology. It is also bewildering: there are simply too many products for us
to keep up with.
Consider the ideal consumer of all of these products. He (or
she, of course) learns about the new products by reading dozens of magazines, trade
journals, and advertisements. He is sufficiently computer literate to install various
hardware and software components. He swiftly learns how to use hundreds of commands,
dialogue boxes, help facilities, and other interface features. The ideal consumer is a
very inquisitive person who actively generates questions and explores diverse information
sources for answers. He broadcasts what he has learned to people who have similar
interests. This ideal consumer is the modern renaissance man (or woman, of course).
But alas it is time to return to sobering reality. The
renaissance consumer is an illusion -- a fiction. The illusion may have been manufactured
by the slick marketers of multimedia, or may be a shadow of our hopes and dreams. Less
than 1% of the population has the knowledge and skills that are in the same arena as the
renaissance consumer. When a typical consumer gets his hands on a new product, the
"half-life" of using it is only a few hours (if not minutes). A typical consumer
uses only a handful of products on any consistent basis.
So what would it take to create a large population of
renaissance consumers?
The obvious answer is that it would take two things:
Better products and better
consumers
We recently were confronted with sobering reality when we
taught an honors college course on research methodology. All of the students were
outstanding high achievers. All of the students were highly motivated to investigate
research questions that genuinely interested them. There was one unique feature of the
course: There was no textbook.
Instead of a textbook, they were supposed to use computer
facilities and other information sources in order to gain relevant and up-to-date
information about their research topics. They had access to internet, the Web, a library
with journals and books, advertisements, and assorted multimedia software. As researchers,
we were interested in their use of the various media.
We were surprised to learn that their use of nontraditional
media was virtually nonexistent. Nearly all of them relied on the books and journals in
the library. After we showed them how to use the nontraditional media, they rarely took
the next step and actually used them in their research. So score 1 for paper libraries and
0 for exotic multimedia. Apparently, the computer facilities and multimedia products were
not very seductive.
So what's broken? After interviewing the students and
analyzing the disaster, it was apparent that there were three fundamental bottlenecks.
The first bottleneck
The interfaces on the computer
tools were inadequate
The screens were congested with irrelevant details and failed
to supply critical information for navigating through the software. The help facilities
were difficult to access and contained useless, uninterpretable information. The software
frequently requested information that the user could not understand, let alone deliver.
Thus, there was the standard array of nightmares from the standpoint of the field of
computer-human interaction. The software apparently was created by autistic software
designers who had no understanding of the knowledge and abilities of the users.
Consequently, the students quickly gave up using particular software tools, and eventually
all computer facilities.
The second bottleneck
Poor quality information was
delivered in most of the multimedia products
Most of the products did have many of the "bells and
whistles": pretty pictures, animation, audio messages, and pleasant music. However,
the content was disappointing. The multimedia designers did not put enough thought into
some fundamental questions about the users. Why would someone want to use this software?
Who are the likely users? What do they already know? What would interest them?
The third bottleneck
Deficits in the students
Most students are functionally illiterate when it comes to
actively generating questions and exploring diverse information sources for answers.
Students are alienated from this form of literacy. Educational curricula have
traditionally emphasized passive learning rather than active learning. Students are
assigned texts, they read them, and then they are tested. Genuine curiosity is hammered
out of students shortly after they enter school. Educational researchers have amply
documented that very few students are able to self-regulate their knowledge by asking
questions that reflect their knowledge deficits and by effectively searching for relevant
answers. Teachers don't teach this form of literacy, so students don't learn it. Moreover,
when students do actively surf through the Web or explore a knowledge base, they tend to
tread in shallow waters rather than penetrating deep knowledge. The entire multimedia
enterprise is therefore confronted with some unfortunate facts about people. Most people
are not cognitively equipped to be curious explorers. When they do explore, they are
dabbling dilettantes rather than deep dissectors.
So how do we fix the unfortunate bottlenecks? We believe
there are two solutions.
Multimedia design needs to be
grounded in cognitive theory
Now that the cognitive revolution has evolved for
approximately 35 years, we have a much better understanding of how the human mind works.
The field of cognitive psychology (and the interdisciplinary field of cognitive science)
has developed sophisticated theories of perception, learning, memory, comprehension,
natural language processing, communication, decision making, problem solving, and
creativity. The accumulated knowledge is based on rigorous scientific research. This
scientific knowledge about cognition needs to be integrated in multimedia design.
Cognitive psychologists need to team up with designers of multimedia. The software
designers need to fundamentally appreciate the currency of cognitive theory.
Multimedia design needs to be
grounded in empirical research
It is important to collect data from bona fide users of the
software, not a handful of computer hackers during the process of iterative rapid
prototyping. We continue to be amazed that the journals have few good empirical studies of
multimedia usage patterns. Perhaps part of the reason for this deficit is that the
empirical news is not good because the technology is so unfamiliar.
One of our honors students recently conducted a study that
compared the textbook and the CD-ROM hypermedia version of Macaullay's "The Way
Things Work." College students learned about topics (such as pianos) after reading
the textbook versus the CD-ROM version. When the students were tested on what they had
learned, they acquired much more information (both shallow and deep) after reading the
textbook than after actively exploring the CD-ROM version. These data are not flattering
news for the CD-ROM multimedia industry.
However, the results are not terribly surprising to a
cognitive psychologist who knows that most students are not active learners and have had
little exposure to hypertext/hypermedia. Results like these underscore the importance of
collecting empirical data on usage patterns. It is important to be skeptical of the
marketers who make big promises about the ease and effectiveness of software products.
The major challenge for the future is to integrate multimedia
design with cognitive psychology and empirical research. The author of this volume is
committed to meet this challenge. If we do, then we will inch closer to creating the
renaissance consumer. If we don't, then the multimedia information will not end up in the
heads of the consumers -- it will end up on the shelves collecting dust.

Doug's note
I'm on an Internet mailing list called
InfoDesign Cafe. A recent posting from Brigit van Loggem of ByteRyte in the Netherlands enclosed the above essay;
it's the preface from a book. I haven't read the book, but the preface reflects the bias
I'm bringing to our class discussion.
The book, The Psychology of Multimedia,
was edited by Joachim P. Hasebrook and comes with 25 demonstrations on CD-ROM (in German).
Please feel free to respond to Arthur Graesser's ideas -- especially if you
disagree. I'd be happy to post your response here. Mr. Graesser gave Brigit permission to
post this preface:
>>By all means, you have my permission
to post it. ... You might be interested in a recent grant that I received from the
National Science Foundation. It involves building an automated computer tutor -- in
multimedia.<<
I'm going to notify Mr. Graesser that I've put
his essay where you can find it more easily than on the InfoDesign-Cafe archives.
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To some
extent, you're a person who doesn't use new media. And you certainly know many others.
Does your experience fit with the ideas in this article?

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