Interactive Books - Reconfiguring the Experience of Reading

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    Interactive Books: Reconfiguring the Experience of Reading

    Kalina Dancheva

    Abstract

    In the contemporary technologically dominated era, powerful software programs and

    applications have the agency to redefine the traditional stable perception of the cultural artifact

    of the book. By the affordances of computer technologies, books are not only digitalized in the

    format of e-books but have also reshaped them as multi-modal interactive objects known as

    interactive book. This new artifact of the book is enabled by the properties of the software which

    transfer it into a rich multimedia environment that includes text, pictures, sound effects and

    video in an integrated, holistic form. Interactive books present a transformative experience for

    readers and writers as they engage in new practices for consumption and creation of stories.

    This article will explore how the software reconfigures the space of the book and can give an

    agency to a new type of digital artifact. The goal of the article is to present how the digital artifact

    invites readers and writers to adopt new practices, skills and roles which give a new meaning to

    the perception of the book. By examining the case study of the educational digital book

    Inanimate Alice, the article aims to illustrate the new ways of experiencing literature.

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    Introduction

    Since the beginning of the printed era, books have been perceived as a stable object through

    which we can enjoy the virtual space of the written text. The media scholar Jay Bolter (Bolter

    2001) argues that printed books have trained us to think of a written text as an unchanging

    artifact (ibid, 4). Although our perception of the books seems stable, books have been

    transformed several times throughout the history of the written word. From the ancient papyrus

    roll, to handwritten codex and print, contemporary books occupy the immaterial space of the

    computer environment. Printed books still remain the texts embodiment (Kastan 2001, 5), but

    the affordances of technologies are reshaping and refashioning (Bolter 2001, 3) the book.

    Although the space of the book has been changed several times in the course of time, Bolter

    points out that the digital technology changes the way reading and writing look and feel (ibid,

    24). The efficiency, speed and interactive nature of the digital environment have encouraged the

    rapid proliferation of e-books and invite readers to recognize the interface of the computer as a

    natural environment for the book. The transformation also provokes opposing debates among

    literary theorists about the status of the book in the contemporary culture. The historian Henri-

    Jean Martin expresses a skeptical view on the future of books, stating that [b]ooks no longer

    exercise the power they once did" (quoted in Bolter 2001, 4). This article is not going to discuss

    the values and perspectives in front of printed books but it argues that the present software

    platforms and applications provide vast opportunities for creating new types of books in which

    traditional stories can continue to live in a new engaging and compelling form. Such a book is the

    case study of this paper the students bookInanimate Alice, created in the software Adobe Flash

    Professional. The software is a multimedia platform which allows web designers and

    developers to create rich content, user interfaces and Web applications (Johnson 2010, 1) that

    can include text, graphics, video, sound and animation. Now the affordances of the software

    encourage writers and designers to create a new genre of books known as electronic literature.

    This article will explore how a digital artifact created by a powerful software platform invites

    new practices and roles in the processes of reading and writing.

    Case Study: Inanimate Alice

    An immersion into the world of Alice is an experience that cannot be compared to any other

    reading experience. Alice is the main protagonist of the interactive students novel Inanimate

    Alice (Inanimate Alice 2011), written by fiction writer Kate Pullinger and the digital artist Chris

    Joseph. The book is a digital borne novel which means that it is not based on a print predecessor

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    and it is specially created to be read from the interface of the computer screen. The plot presents

    the story of the growing-up girl Alice and reveals her journeys as she travels in different parts of

    the world alongside her parents. Inanimate Alice has a hybrid nature which includes a linear

    narrative and non-linear ludic elements. The audience of the novel is both a reader and a player.

    While reading the story, the user is constantly invited to take actions from clicking on different

    navigational icons to interacting with Alices devices and with her friend Brad. The story engages

    the readers with its compelling graphics and by challenging them to take an active part in the

    story. For instance, in chapter three the user can choose between reading the story or reading-

    and-playing. If one decides to play, the book gives a mission so that one cannot proceed forward

    without solving it. The reader can also manipulate the avatar of Alices friend Brad by using him

    to accomplish some of the game missions. The game space of the book is a navigable space where

    players are invited to move in the virtual world of the book. For instance in chapter four, readers

    can explore the maze of a building in which Alice is caught and they have to find her way out of

    the labyrinth. There are also parts in which the artifact invites the readers to choose a direction

    in the story and lets them decide what to read next. Readers can also move back in the previous

    chapters using a navigation panel on the screen which provides the orientation in the story. The

    artifact activates multiple sensors for text perception as readers are exposed to dynamic

    transition of text, unexpected sounds, video and games. Presently, the book is professionally used

    by teachers who train students to read stories, not with traditional reading practices, but by their

    personal experience with the digital narrative. The following parts of this article are going to

    reveal how the software platform of the digital artifact transforms the characteristics of

    traditional books and how the new artifact influences the traditional practices of readers and

    writers.

    Re-shaping the space of the book

    When exploring the space of the digital book, we cannot alienate the form from its carrier and

    we have to bare in mind that the material of the medium influences our behavior (Aarseth

    1997, 62). Inanimate Alice is integrated in the digital environment and hence this new artifact is

    influenced by its properties. A key effect of using a software platform in the creation of

    interactive books is that it transforms the text into the form of hypertext. The term hypertext is

    coined by Ted Nelson in 1963 who defines it as non-sequential writing-text that branches and

    allows choices to the reader (Landow 2006, 3). The prefix hyper also implies an additional

    extra dimension (Douglas 2000, 16) of the text. Hypertext is not new or revolutionary but it is

    the building block and the medium of the text (Aarseth 1997, 76) in the interactive books and

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    affects our perception of content. The affordances of the software applications extend the notion

    of the text in hypertext as hypermedia which encompasses not only static text, but also visual

    information, sound, animation and other forms of data (Landow 2006, 3).

    In examining the characteristics of the space of the book, we turn to the properties of the digital

    environment described by the new media scholar Janet Murray (Murray 1997). Based on her

    characterization, we can define the game space of the digital books as procedural, participatory,

    spatial and encyclopaedic (ibid, 71). The notion of procedural space implies that the

    environment of the digital book is defined by procedural rules preliminarily set by the designers

    which correspond to the users actions. In Inanimate Alice the readers experience the rules of the

    game in the interaction with the friend of Alice, Brad, which is an avatar that users can control

    within a set of possible actions. The interactive book is also participatorybecause it does not

    only present a set of behaviors, but can also induce the behavior (ibid, 74). This property is an

    important characteristic because it changes the traditional concept of interaction between the

    reader and the text and provokes a new type of behavior by the readers. In printed books, the

    notion of interactivity refers to the readers mental processes of interpretation and

    comprehension. It is analyzed by literary theorists as readers response (ibid, 110) according to

    which, during the act of reading, readers develop alternative narratives (ibid) and adjust the

    story in a way it can fit their established system of believe. But in a flash book the relation

    between the reader and the text changes from interaction to participation, enabled by the

    participatory nature of the environment.

    Cybertext theorist Espen Aarseth (Aarseth 1997) also supports the new notion of interactivity in

    electronic books and argues that interactivity is better described as participation, play, or even

    use (ibid, 49). The concept of participation is a key characteristic of the space of the digital book

    because it goes beyond the actual activities and creates aesthetic pleasure (Murray 1997, 128)

    of the text. Interactive books are also spatial because while linear books can represent a space

    by text and images on printed pages, in the interactive book we can move through the space of

    the book. At last, the digital environment is encyclopaedic. This property poses the expectation

    that the users possess towards the expansive capacity of the medium in terms of the volume of

    information and database. Inanimate Alice also uses this encyclopaedic property as the players

    are exposed to an impressive amount of pictures, animations and videos. The games space of

    Inanimate Alice includes both-realistic and fantasy elements. According to Leigh Schwart the

    realistic elements play important role in the comprehension of fantastic elements as they making

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    them more believable. As an effect of the merge of reality and fantasy players experience

    themselves as empowered to exert control over an environment, which in real life is beyond their

    influence (Schwart 2006).

    Practices, skills and roles in reading interactive books

    The new practices and skills

    The properties of the digital artifact of the book change the perception of the traditional novels

    as they invite the readers to engage with new practices and develop strategies for reading. When

    we read material books, we tend to use our perception of a liner text where the paragraph

    structure makes the text clear and comprehensive. Paragraphs provide a visual orientation for

    the readers and prepare them for an upcoming idea in the story. In contrast, interactive books

    have a non-linear structure, composed by a network of blocks, nodes or lexias (Landow 2006,

    62). The text in a hypertext artifact is a network of fragments and the connections between

    them (Aarseth 1997, 76). In order to orient themselves to the narrative, the readers have to

    build cognitive maps by which they can mentally construct the connections between the frames.

    This property of the books require inner-directed readers (Douglas 2000, 87) who can

    organize the sequences of the plot without getting lost in the narrative.

    Furthermore, the digital artifact invites us to use a new visual perception of the text. In printed

    books our optical comprehension includes illustrations, pictures diagrams as well as the space

    between the words, the typography and style of the text. But compared to the properties of the

    software technologies, these elements seem bounded as they are locked in the materially

    stabilized body of the book. In contrast, when we read hypertext books we receive much more

    information through visual elements. Although the printed books also possess a variety of

    illustrations, in the digital book the visual is central because the computer restores andheightens the sense of word as image (Hayles 1999, 26). Another distinct characteristic of the

    Flash software is the form of animation which enhances the experience of comprehending the

    text. Animated elements are also central in Inanimate Alice where the text constantly dances on

    the screen, appearing over different backgrounds, blurring and flickering in front of the reader.

    As the artifact invites the readers to use new practices for orientation and visual perception, it

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    gives them also a mental training and develops several skills of digital literacy (Eshet-Alkalai

    2004, 93). While comprehending the book, the users improve their skills of branching literacy

    and photo-visual literacy (ibid, 98). Branching literacyrefers to the ability of multi-tasking and

    spatial orientation which is used also in daily practices of interacting in a digital environment. In

    this sense, the interactive book improves the navigational performance of the readers and trains

    them to perform tasks better and faster when operating in a digital environment. The artifact

    also teaches the users to follow the text in a fluctuating rhythm. While in printed text, the reader

    possesses the control over the tempo of the sequences; in digital books the rhythm is constantly

    changing which improves users speed in meaning comprehension. Furthermore, the increased

    number of visual elements and multimedia improves the photo-visual type of thinking (ibid,

    94). This skill refers to the comprehension of reading visual representations and develops the

    humans memory and associative thinking (ibid, 95). In that sense, the properties of the Flash

    software of Inanimate Alice enable children to develop the ability of decoding massages from

    visual representations which improves their mental capabilities.

    The new practices and skills prescribed by the artifact transform the traditional immersion in

    printed books and bring a new type of pleasure in reading. The process of immersion is the

    complete surrender to the text, whether print or digital (Skains 2010, 107) and it can be

    described as the experience of being submerged into water (Murray 1997, 99). But the

    immersion process in printed text and in interactive books such as Inanimate Alice presents a

    different experience to the readers. In interactive books we immerse in the story through the

    combination of visual and heptic perception (Mangen 2008, 406). This sensory-motory

    interaction (ibid, 413) is facilitated by the means of material computer devices such as a mouse,

    pad or a joystick. Moreover, the notion of participation in the book significantly benefits the

    creation of immersion as the digital environment allows the users to strengthen their belief in

    the fiction by practicing in the virtual world of the game (Murray 1997, 112). In Murrays view,

    the immersion in the digital environment is also prolonged by the opportunity for the player to

    be masked by the digital avatar. Another compelling element that facilitates the process is the

    effect of sound. According to a research on virtual reality games, sound effects and music are

    conveying a sense of immersion (Murphy and Pitt 2001, 22). Finally, the artifact of interactive

    books presents the pleasure of navigation (Murray 1997, 129) through the spatial environment

    of the book and the pleasure of taking control of the story which are engaging experiences that

    cannot be obtained through the means of reading traditional books.

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    The new role of the reader

    The reader comes of age

    J. Y. Douglas, The End of Books or Books Without Ends (2000)

    The participatory nature of the software platform prescribes the readers a central role in the

    story. As mentioned earlier, the role of the reader in traditional books has never been passive but

    in interactive books, the digital artifact turns the user into aplayer. The user is invited not only to

    read but to perform and participate in the creation of the story. An essential characteristic of

    reader is that one is required to make a non-trivial effort (Aarseth 1997, 1) in order to go

    through the content. By this, the artifact negotiates a new role of the readers by assigning them

    an explorative function (ibid, 62). The artifact also constantly attracts the attention of the

    reader by challenging the players minds in thinking about an element that was not seen or

    heard. The changing forms of the navigational links make the user constantly alert for the signs

    of navigation in order to continue to the next segment. The reader of interactive books is also an

    adventurer as the artifact gives missions which serve as a prerequisite for moving the story

    forward. In part three of Inanimate Alice, the reader is given the tasks of collecting hidden

    matryoshka dolls and one cannot proceed until the task is successfully accomplished. In digital

    books, the reader is at the same time the receiver and the sender of the message (ibid, 162)

    as both players and game respond to each others actions. The participation in the story and the

    opportunity of the reader to make choices also illustrate that the software allows users to re -

    shape the initially inscribed structure of the artifact itself. By giving the freedom to navigate in

    the book, the artifact empowers the players to create their own narrative which, as an effect,

    provokes the sense of co-authorship (Skains 2010, 104).

    The new role of the reader changes the traditional relation between readers and authors. In

    printed books we can clearly distinguish a hierarchical relation between the writer and the

    reader. According to the linguist Frank Smith, writers must produce texts and readers must

    interpret them, and the text always stands between the two, a barrier as well as a bridge (Smith

    1994, 87). While in printed books, the narrative is fixed and structured by the authority of the

    writer, the digital book allows the readers to have a certain degree of control over the text. As the

    new media scholar Lyle Skains notes, this dynamics of the plot will not ignore the role of the

    writer but presents a more fluid dynamic between the creator and the receiver of the narrative

    (ibid 105). By refashioning the role of the reader, the digital artifact serves as a bridge between

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    users and writers and expand[s] this author-reader relationship (ibid, 104) by making it more

    equal than in printed books.

    The new role of the author

    The affordances of the software platform reconfigure the role of the authors and invite them to

    use new methods in the creation of the story. For one, the digital artifact of interactive books is

    created in a team of writers and digital graphic designers. The goal of the team is to build a rich,

    compelling and entertaining story in order to deliver an aesthetic pleasure with the text. The

    authors challenge is to develop a coherent story (Murray 1997, 185) which will encourage the

    participation of the user. The software also provokes the authors to think of new methods by

    which they can establish their communication with the reader. In any written text the

    communication between the author and the reader takes place through the text. But in order to

    serve as a bridge, both readers and the authors need to have mutual knowledge of convention,

    which is also called reciprocity (Skains 2010, 107). In printed books, readers have established

    conventions such as the turning of pages. But the ways of navigation through the interactive

    books may present unfamiliar conventions of reading which can result in difficulties in the

    readers comprehension and less enjoyment of the text. Hence, writers and designers have to

    develop simple building blocks or primaries (Murray 1997, 190) that will be easily noticed by

    the users. In Inanimate Alice, although the book provides a variety of icons that require action

    from the user, there is a standardized symbol >> which refers to the transition of the plots

    sequences and is easily recognizable by the users.

    Furthermore, the authors have to offer a variety of options for exploration of the space of the

    game and have to predict the possible interactions of the player. Since the reader of an

    interactive book is often not allowed to proceed without solving a particular task, the authors

    have to provide a character or an instruction that can help the readers move through the game.

    In Inanimate Alice such a role has the friend of Alice Bart who in chapter 4 four provides hints to

    the readers when they have to help Alice find her way out of the labyrinth of the building. Since

    the software presents an immense amount of possibilities for interaction, the artifact provokes

    writers and designers to negotiate their roles in order to find the balance between the game

    element and the storyline. These new methods of creating literature define the increasing

    complexity of the function of the authors as they have to combine the role of being the authority

    that leads the story and at the same time of being choreographers of the possible actions of the

    users.

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    Conclusion

    In the contemporary post-modern era the artifact of the traditional book is conveyed into the

    immaterial space of the digital environment. Now, in the midst of digital innovations,

    sophisticated software programs have the power to redefine the concept of the books once again.

    Interactive books present a new type of reading experience which includes active participation

    and interaction with the artifact. The new space of the book invites the readers to immerse in a

    multi-dimensional environment and prescribes them to use their visual, auditory and heptic

    perception. The artifact gives a new function of the reader, changing it from a consumer into a

    participant and creator of the story. The affordance of the software programs also opens a new

    field of exploration to the writers and empowers them to reveal stories using compelling

    multimedia elements such as animation, video and sound. Interactive books invite the readers to

    co-create along with the author and by this they transform the traditionally perceived border

    between them into a bridge where they can meet and build the story together. Moreover, digital

    books not only prescribe new practices and roles but they can also improve the comprehensive

    capabilities of their readers. They do so by engaging in the reader's processes of deriving

    meaning from the text and through interactive visual representations and spatial navigation

    which improve their digital literacy. The media specialist Laula Fleming describes the digital

    bookInanimate Alice as a remarkable literary and digital phenomenon (Fleming 2010). So far,

    interactive books are perceived as an experiment, but this research showed that they have the

    potential to play a valuable part in contemporary culture and can be explored as a new

    educational practice. In a time when humans are becoming more dependent on the interaction

    with the digital environment and its artifacts, interactive books can bring the essential skills for

    orientation in this environment, which requires not only technical skills but also a complex

    (insert noun) of cognitive models of comprehension.

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