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INTERACTION DESIGN PRINCIPLES FOR INTERACTIVE ...

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It is difficult to force compelling interactivity onto existing programs when the<br />

original content was intended for linear broadcast, or a “lean back” experience. Any<br />

attempts to convert the viewing experience to a “lean forward” one is still very much<br />

constrained by the existing footage. As a result, the majority of retrofitted iTV<br />

applications are nothing more than a vehicle for the delivery of trivia or factoids. This<br />

approach is neither an absorbing experience for the viewer nor does it take advantage of<br />

the affordances of the medium.<br />

History IQ, a broadcast and online game show developed by The History Channel<br />

and Spiderdance, makes good use of the synchronous framework to deliver a challenging,<br />

participatory experience. It was conceived from the beginning to be an interactive, two-<br />

screen synchronized experience, engaging the users at home in competition against both<br />

the broadcast contestants and other online players at the same time. As illustrated by<br />

Figure 5.1, because the same graphic designers created the interface for both the<br />

broadcast and online versions, they were able to ensure visual and game-playing<br />

consistency between the two platforms (Curran, 2003).<br />

(a) (b)<br />

Figure 5.1 History IQ Visual and Game-Playing Consistency (a) and (b)<br />

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