Toward an Understanding of Media Psychology
        
        
        
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The psychology of multimedia is not well         understood and what is understood is not widely known in the         development community. At present, developers have limited         sources from which to learn about media         psychology.
                  The new media psychology includes the         study of how the mind and emotions respond to a multiplicity         of sensory stimuli. Understanding the perceptions, emotions,         understandings and behaviors one wishes to achieve is         fundamental to the purpose, architecture, design and         construction of new software. This comprehension is in         addition to, and synergistic with, understanding theories of         intelligence, learning, communication and         cognition.
                  Developers Must Make Choices
                  Technical breakthroughs now allow         enormous amounts of data to be placed on a single 4.7-inch         compact disc. A standard disc can hold over 600MB of data         but this is quickly gobbled up by the rich imagery and sound         of today's products. Assembling a product requires a variety         of layout techniques and choices to "manage the bit         geography" on the surface of a disc.
                  Although most CD title developers are         knowledgeable about what the technical choices are, few         understand the cognitive and emotional impacts resulting         from their choices.
                  The size of the disc is not the only         constraint. Much of what we experience in a CD-ROM         application is bound by the delivery rate from the CD drive,         just as the quality of a cable TV or radio program is         limited by signal bandwidth. The difference is that on a         CD-ROM, the designer decides how much of the available         bandwidth will go to various components: sound, images and         data.
                  For sound, the amount of disc space and         the bandwidth attributable to audio will affect,         respectively, the total length and quality of the sound on a         product. At the highest fidelity audio used for music CDs         (16-bit, 44 kHz) a designer can barely fit 72 minutes on a         disc. By lowering sample rates and using various compression         schemes a designer can get over 19 hours of sound on a disc.         The impact that the audio-quality choice has on the         cognition and experience of the user is what has to be         decided for each sound byte.
                  For images, a designer may choose a color         palette with as little as two color choices (1-bit), to as         many as 16 million color choices (24-bit) &emdash; the         typical application uses a palette of 256 colors (8-bit).         Each variation in the number of colors uses greater or         smaller amounts of space on the surface of a disc, so         decisions about color images are controlled and managed by         the amount of "real estate" available on the disc and the         delivery rate (bandwidth) needed. Again, what impact the         color image decision will have on the cognitive or emotional         experience of the user is a question which needs to be         answered.
                  Decisions about sound and image qualities         are but several examples among the myriad choices a designer         must make when laying out the architecture of a program.         Most designers understand the technical nature of their         choices but few are highly knowledgeable with respect to the         emotional rationale underlying them.
                  Fortunately, as new technologies are         emerging from the converging industries of computers, cable         television, telephony, telecommunications and education, new         lines of exploration and research are also emerging from the         disciplines of cognitive science, neuroscience and social         psychology.
                  The lines of inquiry into what I call         "media psychology" deal with the aspects of humanistic and         cognitive psychology that relate to the experiences and the         results of those experiences that are the outcome of the         human-machine interaction, whether it be with a TV screen or         multimedia PC monitor.
                  Cognitive capacities provide the vehicle         through which humans receive, organize and interpret         information. Conscious states enabling experience include:         attention and attention span; sensations; perceptions of         time, space and movement; and perceptual and psycho visual         illusions. Interactive experiences activate conditions of         motivation and emotion and result in thinking, learning,         perceiving, conceptualizing and imagining.
                  Theories of Multiple         Intelligences
                  New theories of intelligence are emerging         and the questioning of a unified view of intelligence is         presently widespread. What is being presently recognized,         through the work of Harvard Project Zero, Piaget and others,         is the nature of varied and multiple human intelligences. In         fact, we are largely different from each other because we         all have different combinations of intelligences.
                  Gardner's view of intelligence boils down         to the ability to solve problems or to fashion products.         Project Zero has developed a matrix of seven intelligences:         musical, bodily-kinesthetic, logical-mathematical,         linguistic, spatial, interpersonal and intrapersonal. Each         form of intelligence may be subdivided or         rearranged.
                  The real point of the question of         intelligences here is simply to note that we need to         understand the plurality of intellect and that individuals         differ in various intelligence profiles. While the multiple         intelligences theory is consistent with empirical evidence,         it has not yet been fully subjected to strong experimental         tests within psychology. Nevertheless, there are many         reasons and much evidence for considering the theory and its         implications for both learning and the new media.
                  Learning Psychology
                  The psychology of learning encompasses         all forms of relatively permanent behavior changes and is         concerned with improving the effectiveness of learning. It         includes theories of intelligence, theories of learning, and         media and learning. Understanding the elements of how and         why people learn has revealed the effectiveness of media in         learning. Growing appreciation of this reality, plus the         advances in technology, give rise to expansion and momentum         in distance learning and the use of media in         teaching.
                  With respect to learning as a skill,         strategies for learning and for understanding "how" to learn         now give rise to distance learning and learning on demand.         The realization that knowledge is portable, pliable, and can         fly through the air is fundamental to the growing interest         in distance learning opportunities worldwide. Increasing         public interest in distance learning and the new technology         developments mean that the window of opportunity is now open         for education.
                  The Three-S Model
                  The concept of media psychology is a         composite of the various conditions described in the context         of three key areas: semantics, semiotics and         synthetics.
                  Semantics, the study of meaning in         language, is central to our ability to understand words,         which are fundamental to the behaviors of interaction. A         simple example, rampant in media, is the use the word         "quit." Quit is a pejorative term of frustration, meaning         "to give up" and is generally a software programming term         that has found its way into consumer products. The         subliminal response to the word quit is negative, where         "end" or "stop" are much better terms with much more         appropriate meanings and they avoid the failure implication         of the word "quit."
                  Semiotics, the study of signs and symbols         in human communication, plays an important role because         visual symbol manipulation facilitates human-machine         interface. It creates a relationship. It enables navigation         and control over media pathways. Clear, creative and careful         use of symbols is giving rise to iconography as a highly         developed skill. The graphical interface, through which         onscreen information is made accessible, is the principal         point of contact between machine and man.
                  Synthetics is the study of how diverse         stimuli received by one sense engage a response from another         sense. It is perhaps the line of research most critical to         the development of media psychology's emotional dimension.         In the new media, our total environment is a multi-sensory         response to various audio/visual elements.
                  Synthetics coupled with television or         computer interaction creates sensory rivalry and may create         positive or negative experiences or reactions. One stimulus         may create a positive reaction &emdash; others may create         conflicts of cues or sensory rivalry. The result, in any         case, is synesthetic and is essentially the experience         resulting from the union of senses and media.
                  Examples of such experiences include         seeing a boat rocked by waves, which may activate the sense         of balance in an observer to the extent that it causes         seasickness. Or viewing a painting of an Arctic scene of         frost and snow, which may evoke sensation of cold or produce         goose bumps. Hearing an explosion or gunshots may give one         the illusion of being struck; looking at a picture of         appetizing food may evoke sensations of taste and smell.         Each of these examples represents a potential behavioral or         psychovisual result engendered by media interaction, coupled         with various unions between and among the senses.
                  What is described throughout this article         is the relationship between psychology and technology, which         results in behavior. It is the experience or the         understanding that matters.
                  This description only presents a         beginning of what needs to be done as the burgeoning digital         highway emerges. Media psychology is an area requiring         broader understanding and a growing need for research. The         recognition of media psychology as an emerging professional         discipline points out the need for new and more advanced         university programs. "Why" is the ingredient to be added to         technology and creativity, and "why" is now central to the         new field of media psychology.
                  Summary & Conclusions
                  As a society we have studied aspects of         media psychology for a century &emdash; in art, literature,         motion pictures, and now, interactive multimedia. We have         historically examined the role of mass media communications         and entertainment.
                  Much of the focus has, understandably,         been devoted to the issue of violence in media, a concern         heightened by both increasing violence in motion pictures         and the disturbing, increasingly graphic "bloody" video         games emerging such as Mortal Kombat and Doom. Although         those who defend programs with high levels of violence deny         that the programming has any significant effect on behavior,         report after report, year after year, reaffirms the         desensitizing effects of repeated exposures and the absolute         effect such exposures have on behavior. Clearly, what is         seen, heard and interactively &emdash; if vicariously         &emdash; participated in, influences behavior. Good or bad,         the reality is that we must increase our understanding of         the effects of interactive media, learning, experiences and         behavior. We must learn more about the "why" of media         psychology.
                  Through media psychology, we can learn to         use video, sound, print and their critical components         interactively to involve individuals in learning, positive         growth, per- sonal achievement and self-actualizing         experiences.
                  The digital explosion, so far, has         primarily been a technology drama. Consumer electronics         companies, regional Bell operating companies (RBOCs) and         other telecommunications firms, computer makers, print         publishers, media conglomerates and budding software         developers continue to invest literally hundreds of millions         of dollars in the technology &emdash; the "how." To the         present, very little has been carefully invested in the         "why" of interacted program creation. We must now seize the         opportunity to explore the "why" and to create a new         discipline within which to structure our converging         research.
                  Clearly, there are new ways of perceiving         and thinking, new images of man and society, new and         changing concepts of ethics and values, and new dimensions         in psychology. The new media can integrate understanding,         passion, beauty and attraction for self-actualization. If we         understand how to accomplish the result, we can facilitate         personal growth.
                  Media psychology is an emerging         discipline and a new profession. Developers, producers and         designers must understand more than they now         know.
                  In the interest of improving learning in         the schools, federal agencies and Congress should highlight         programs that advance our understanding of synesthetics,         semiotics, semantics and the effects of combining these         dimensions in the media mix.
                  Media psychology is the other side of the         technology coin. There will be new people with highly         developed components skills, new programs that play better,         and new experiences we will share &emdash; all will happen         because of greater understanding of media psychology. We are         at a new frontier. As we build the digital highway, the new         media psychology will give us the rationale for developing         the rules of the road.
                  Bernard Luskin, the Chief         Executive Office of Jones Interactive, Inc., is also Vice         Chair of Jones Education Networks and Chancellor,         International University College. He is also a long-time         member of T.H.E. Journal's Editorial Board. He has         previously served as President and CEO of Philips         Interactive Media of America, President of Philips Education         and Reference Publishing, President of Orange Coast College         and Coastline Community College, Chairman, American         Association of Community Colleges and is a founder of         KOCE-TV in California. Dr. Luskin is author of seven books,         a licensed psychotherapist and recipient of the annual UCLA         Doctoral Alumni Association award for distinguished         leadership in education.