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HTML 4.0 Sourcebook
Nonlinear MediaThe advent in recent years of inexpensive, yet extremely powerful, computers and graphical displays has made it possible to step beyond the linear approach and has opened up enormousand still largely unexploredpossibilities in the organization and presentation of information. This is because a computer has no preferred organization for stored data and can easily store, index, relate, and access data in a number of different ways, subject to the design of the database holding the data and the capabilities of the database software. In addition, a computer can create a representation of the underlying data quickly, efficiently, and inexpensively, according to instructions provided by software and/or user input. In a sense, you can think of the stored data as a collection of book pages or page components (paragraphs, images, etc.) that can be shuffled and rearranged almost instantaneously by the computer at practically no cost. This is in stark contrast to the difficulty and high cost of modifying the order of printed material, or material on tape or film.1
At the same time, modern computer interfaces can directly, and again at low cost, present these data to a usera Web browser is just one instance of this process. This also is a new phenomenon, since high-resolution computer display systems capable of rapidly displaying finely formatted text and graphics have only become affordable in the last few years. Thus, not only can a computer rapidly organize data, it can also nearly instantly present the data to a user, in almost any format (text, graphics, audio and video, etc.). A computer can consequently act much like a customizable printing press, capable of organizing and presenting data in decidedly nonlinear ways, limited only by the capabilities of the underlying software and the interests of a user. Computer Games as MediaThis has led, in the past 15 or so years, to the birth of several new media. The first (and still most popular) was video games. Games are inherently nonlinear in the sense described above, since they evolve in an unpredictable way according to the input (i.e., play) of the user. Video games preserve this model through an environment that incorporates both the game scenario and rulesthe user plays in this environment and can explore nearly endless game variants, the number of possible variations depending on the sophistication of the game. The first games were very simple, with primitive graphics and limited scenarios, but todays games, such as Myst, Doom, or Quake (my favorites), provide enormously rich environments and enormous flexibility in the way a player can explore the games virtual world. Indeed, anyone interested in understanding the possible future directions of digital media should spend time playing with modern computer gameseven if it is hard to convince your friends that this really is work! Hypertext and MultimediaAt the same time, it was apparent from the earliest days of computers that this new technology could realize the long-dreamed notions of hypertext and multimedia.2 Inexpensive computers and easy-to-use programs like HyperCard and Macromedia Director opened up exciting new ways of presenting combinations of otherwise weakly connected media. Very quickly, hypertext and multimedia became the basis of new media design, with products ranging from multimedia wine guides and hypertext encyclopedias to multimedia/hypertext training packages. Indeed, today many corporations commission multimedia promotional presentations instead of the more traditional videos or films.
Designing linear multimedia is relatively straightforward, whereas the design of hypertext or hypermedia introduces enormous design complexities. This is because each hypertext presentation must incorporate, within the presentations structure, the tools to let a user successfully and comfortably explore the collected material. Since, in hypertext, the components can be related in decidedly nonlinear ways, there are no simple organizational schemes, such as page numbering, that can serve as ubiquitous and commonly understood tools for navigation and location. And, unlike those in a game, the rules must be nonintrusive and easy to follow, since the goal is to communicate content, without the reader having to worry about navigation. Designers and researchers are still exploring ways of designing easy-to-use hypertext and hypermedia structures, and it is not a surprise that good design is something of an art, as opposed to a science.
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