Information Interaction: Providing a Framework for Information Architecture Elaine G. Toms Faculty of Information Studies, University of Toronto, Toronto, Ontario, Canada. E-mail: [email protected] Information interaction is the process that people use in interacting with the content of an information system. Information architecture is a blueprint and navigational aid to the content of information-rich systems. As such information architecture performs an important supporting role in information interactivity. This article elaborates on a model of information interactivity that crosses the “no-man’s land” between user and computer articulating a model that includes user, content and system, illustrating the context for information architecture. Introduction How people interact with information-rich digital environments is directly influenced by the environment’s information architecture. The quest for information is carried out through querying and browsing, but also represents situated action and reflects the experiences that one has in interacting with an information system. This integrated process is information interaction. Information architecture, on the other hand, is a map of the underlying information structures. It was defined somewhat simplistically by Davenport (1997) as “simply a set of aids that match user needs with information resources.” Rosenfeld and Morville (1998) popularized and operationalized the concept, and use it to denote a blueprint for information organization and access for Web sites. In its most abstract sense, information architecture provides “a structure or map of information which allows others to find their personal paths to knowledge” (Wurman, 1996). In essence, it enables access to content by providing a systematic and primarily a visual approach to the organization of content and thus facilitates the quest for information. This article articulates a theory of information interaction illustrating how information architecture along with other components contributes to the information interactivity in an additive way. The emphasis, however, is on relationship between the information architecture and information interaction. © 2002 Wiley Periodicals, Inc. ● Published online 14 May 2002 in Wiley InterScience (www.interscience.wiley.com). DOI: 10.1002/asi.10094 Understanding Information Interaction Information Interaction’s Roots Traditionally, the quest for stored information centered around scanning tables of contents, back of the book indexes, and various types of bibliography. With the advent of the computer the process became query-driven; commandline systems demanded complex sometimes obsequious syntax, intended for execution and manipulation only by an expert intermediary. Graphical user interfaces simplified the process by making visible many of the options buried in command and code. CD-ROM encyclopaedias, in particular, with their rich content supplied resourceful indexes, providing users with several pathways to the content— novel (at that time) options to a formal query. It is the Web, however, that turned the quest for information into an “experience” and into a richer process than that previously entertained for information tasks. Today, people do not simply search for information; they immerse themselves in a body of information. Information Tasks An information task is “the manifestation of an information seeker’s problem and is what drives information seeking actions” (Marchionini, 1995, p. 36). Marchionini deconstructs the quest for information into a series of procedural subtasks, such as define problem, select topic or source, investigate the topic, and so on, and includes as well the human behaviors of interacting with an information system. Traditionally, the user starts an information task by specifying a set of search terms (querying) or recognizing in a list something that is directly or indirectly associated with the goal (browsing). An information task is generally perceived as goal-driven (e.g., Kulthau, 1991; Wilson, 1981) with an assessment of relevance as a termination or as an interim feedback mechanism. This problem-solving process, whether it is stimulated by the need to reach a goal or the recognition of an anomalous state of knowledge (Belkin, 1984), is a traditional work-oriented perspective that is JOURNAL OF THE AMERICAN SOCIETY FOR INFORMATION SCIENCE AND TECHNOLOGY, 53(10):855– 862, 2002 imposed on information tasks. It ignores the concept of chance encounters (Toms, 2000b), information encounters (Erdelez, 1997), or serendipitous retrieval (Toms, 2000a), or the range of Web user behaviors observed by Choo, Detlor, and Turnbull (2000). The Impact of the Web on the Information Task User behavior on the Web is influenced by the functionality of the Web browser software (Choo, Detlor, & Turnbull, 2000). Thus, while the nature of information tasks may not vary significantly (at least in higher order tasks) from pre-Web to Web environments, the architecture of the Web enables multiple iterative types of interaction that were previously impossible or awkward or tedious. Prior to the Web, many of the techniques used to complete a task were not integrated within the same system, and required different user abilities and skills. For example, compare, pre-Web and Web, how a book was and is identified and located, whether from a bookstore, a publisher, an author’s preprint or a library. Information tasks can be classed according to Hoppe and Shiele’s (1992) two groups: device-independent tasks and device-dependent tasks. Information tasks of the first type are conceptual and analytical, while the latter are those that need information appliances to resolve the problem. At one time the range of microtasks needed to solve a single information problem varied sometimes quite significantly from device to device; today, the Web has evened the playing field. Now (speculatively), it is the individual differences of the user and the quality of the information architecture (among other features) that determines the success of the information interaction. The Web has made the quest for information nearly device-independent. Information Task as User Experience Laurel (1986) argues that “the interface is a form of artistic imitation: a mimesis.” She compared the interface to a play: the purpose of a play is to induce the emotional and rational engagement of the audience and similarly, the interface must rationally and emotionally engage the user for satisfactory resolution of the goal. The form of an object engages the user and enables the end; content alone is not sufficient. Laurel further posits for the primacy of the experience and of the action as the object of representation. Typically, we define the computer as tool or intermediary, and the interface objects as surrogates for programming code. The task in this interpretation, thus, becomes subservient to the technology and the user is robbed of the experience. Laurel’s now 15-year-old perspective is evident in interaction on the Web. Nardi and O’Day (1999) likewise attest to the need for engagement and participation within an information ecology—“a system of people, practices, values, and technologies in a particular local environment.” They, too, focus not on the computer as a tool, but on the relationships among 856 the elements of the system. The parts must be complementary and understood in terms of social values and polices and not just as tools and tasks. The notion of user experience as discussed by Laurel (1986) and Nardi and O’Day (1999) as a driving force for interface design emerged as a popular concept in development for the Web, primarily from the business and marketing development sector who were long used to providing customer experiences in shops. User experience defines how user choices and actions are incorporated into the system, and how the activities of the system are represented and presented to the user. Laurel (1986) calls this “personness” and suggests that it includes both the systematic and aesthetic approaches to create representations that support task completion. The Web has metamorphosed from the preWeb text-based Gopher-structures and from the videotext systems of the 1970s into a montage of rich visual and semantic cues that sets the stage for user experiences. It is within this rich environment that information architecture has an essential supporting role in the information interaction. The Web is not just a single one-way channel of controlled content but a tapestry of rich experience in multiple ecologies (Nardi & O’Day, 1999). Foundation of Information Interaction Information interaction is a complex process that integrates aspects of the user, the content, and the system that delivers the content to the user. There are many theories that could be applied to information interaction. Many are clearly single object models (Nielsen, 1990). Most describe only the affective or behavioural characteristics of the user (e.g., Ellis, 1989; Kuhlthau, 1991) or only the conceptual or procedural processing of the system (e.g., Tague, Salminen, & McClellan, 1991; van Rijsbergen, 1979). Many are limited to query-driven information systems (e.g., Marchionini, 1989). None of these focus on the interaction (Saracevic, Mokros, & Su, 1990), and few acknowledge the presence of the user within this process (Beaulieu, 2000). The ideas generated by Bush (1945) in his concept of the memex seem to be lacking in formal paradigms of today. Perhaps new approaches to the information quest may generate innovative conceptual frameworks such as Pirolli and Card (1999)’s foraging theory, yet even it assumes user as an automaton. In cognitive psychology, there has been a shift from viewing people as “general-purpose computational systems” to viewing them as “adaptive and adapted organisms whose whole computational mechanisms are specialized and contextualized” to a particular environment (Medin, Lynch, & Solomon, 2000). Current models have not embraced this notion. Although one might speculate that typical models of human– computer interaction (e.g., Norman, 1986) have direct application, these models are not a perfect fit. First, the complexity of information interaction is not well expressed in typical models of human– computer interaction. The range of tasks in general supported by computer JOURNAL OF THE AMERICAN SOCIETY FOR INFORMATION SCIENCE AND TECHNOLOGY—August 2002 systems extend from routine tasks to problem-solving tasks that require extensive backtracking and digressions (Simon & Young, 1988). In predictable task-driven systems the user interacts with the system’s implementation of the task. Examples include making cash transactions, monitoring a power plant’s operations, and playing computer games. In systems that support information seeking, each action taken is the result of a set of intricate decision points (Simon & Young, 1988). As suggested by Simon and Young (1988) and Toms (1997), such an unstructured, complex problemsolving task takes place in an interactive, user-controlled environment, and cannot be reduced in a predictable way to a set of routine Goals, Operators, Methods, and Selections (GOMS), which is based on a model human information processor (see Card, Moran, & Newell, 1983, or Olson & Olson, 1990, for an explanation of GOMS). Although GOMS has been applied to the information task by Carmel, Crawford, and Chen (1992), GOMS best represents routine tasks with highly predictive behavioural patterns (Carroll, 1997; Simon & Young, 1988)—a pattern that the typical information seeker does not have. Second, the information representation—the information architecture and the information it represents—is subsumed by the system within models of human– computer interaction (McKendree, Reader, & Hammon, 1995). This is a serious omission for the model of a process characterized by users immersing themselves with information. Belkin (1993) and Toms (1997) are among the very few who recognize the importance of user–text interaction in the information retrieval process, and to suggest that a user’s interaction with the information representation is, in fact, the central phenomenon. Human– computer interaction models have a long history of application in transactionbased systems, and have yet to be adapted to informationrich systems. Modeling Information Interaction The interpretation of the process of information interaction in Figure 1 is derived from Toms (1997) model of browsing, which is turn, is a variation of Guthrie’s information location model (Guthrie, 1988; Guthrie & Mosenthal, 1987), a model with its roots in analogical reasoning (e.g., Gentner & Rattermann, 1993), and in models of human problem solving (Newell & Simon, 1972; Simon, 1978). Although the information interaction model could be described according to either of the threads that are physically represented by the layers in Figure 1, the view described here is from the perspective of the user (rather than the content or the system). In information interaction, users are likely to perform several iterations of the process before terminating the session. They either initiate the process by formulating a goal, i.e., the traditional information seeking process, or simply by making a decision to examine a body of information. In either case, a category such as a menu, is selected. The user scans the text, although it may be graphical as well. When FIG. 1. Model of information interaction. a cue is noted, the user stops to examine the text, and may or may not extract and integrate the information. The user may recycle in multiple, nonlinear ways through category selection, cues, and extraction. This process can be viewed as a series of state transitions in which each state represents the interests of the user at that particular moment in time (Kok, 1991). Thus, the same set of items could be presented to the user, but different choices might be selected at different times. The state of the user changes with time; a single instance is unlikely ever to be the same for the same person or for different people. Each of these stages are briefly described in the following subsections. Formulate Goal A goal is defined as the object or purpose of the quest. It is the user’s intention and may range from a precise, welldefined purpose to an imprecise, or ill-defined purpose. There are many theories that explain why a person seeks information such as Dervin and Nilan’s (1986) sensemaking approach, Belkin’s (1984) anomalous state of knowledge, and Bates’ (1989) berry-picking approach. However, a decision to initiate a quest for information need not be goalbased (Toms, 1997) as evidenced by, among other processes, Web surfing. Users do not always have explicit goals such as “look for information about . . .” or “learn something about . . .” Tague-Sutcliffe (1995) suggests that “[i]nformation has become like the air we breathe, so pervasive JOURNAL OF THE AMERICAN SOCIETY FOR INFORMATION SCIENCE AND TECHNOLOGY—August 2002 857 that we scarcely notice its existence and yet so essential that we cannot live without it.” Like the basic physiologic need for food and shelter, users seem to be driven by a need to know— by a natural curiosity about their environment and the world in which they live— but not necessarily because of a conscious admission of a void. Thus, as illustrated, an explicit goal may not always be present. Select Category The user selects a category (or a search term) that is one of two items: an object of meta-information (Belkin, Marchetti, & Cool, 1993) such as a menu or index, and/or a term from that meta-information. Guthrie and his colleagues consider category selection equivalent to choosing from the structure of the text, for example, selecting the appropriate page, chapter, or subsection that contains the needed information (Guthrie, 1988; Guthrie & Mosenthal, 1987). In more recent work, category selection was defined in two ways: the method of accessing the system, i.e., deciding how to approach the problem, and selecting a term or concept (Dreher & Guthrie, 1990; Guthrie, Weber, & Kimmerly, 1993). Guthrie (personal communication, June 28, 1995) elaborated that for users to properly select a category, they must: (a) know the organizational structure of the document; (b) know what the category of information is called; and (c) know something about the category’s contents. The first one is defined as procedural knowledge and the last two as conceptual knowledge (Byrnes & Guthrie, 1992). Thus, a user may choose a type of meta-information, if more than one is available, and/or choose more narrowly within that meta-information. How people interpret concepts and categories is a rich area of inquiry (see, e.g., Medin, Lynch, & Solomon, 2000) that impacts how those underlying categories are presented to people. Note Cues Cues play a key role in information location (Toms, 1997), an aspect not identified by Guthrie. These cues serve as landmarks that influence the direction a user takes in scanning information. Selected words or phrases embedded in the text cause a searcher to examine a segment of text. This is an extension of the definition used by Heffron, Dillon, and Mostafa (1996) and suggests the existence of “affordances” (Gibson, 1977) in the text (Toms, 1997, 2000b). The concept of cue as landmark is derived from the retrieval cues used to access information in long-term memory (Collins & Loftus, 1975), the signalling devices of text (Lorch, 1989), the structure of hypertext documents (Nielsen, 1990; Simpson, 1989), the links in hypertext documents (Happ & Stanners, 1991; Vora, Helander, & Shalin, 1994), and the cues used by indexers and abstracters (Farrow, 1991; Jones, 1976, 1983). For example, Kwasnik (1992) noted transitions, movements (e.g., shifts of focus), and pauses in her study of browsing. There is some evidence 858 to suggest that signalling devices are used in information searching (Hartley, 1983). In particular, Valdez, Chignell, and Glenn (1988) assessed the relationships between 30 terms for their “landmark quality,” a combination of connectedness and memorability. Textual cues tend to draw the user’s attention to a section of information. More recently, the concept of information as shape has been explored (Dillon & Schaap, 1996; Dillon & Vaughan, 1997) and the way that user exploit shape in the recognition of document form (Toms, Campbell, & Blades, 1999). Shape too serves as a powerful cue in influencing how users access, interpret, and use that information. Extract Information When a change in the system state is identified by the user, the user observes two items: a change in the node of information displayed, and an adjustment (if applicable) in the state of the interface. The user may navigate within the information node almost without direct attention to interface objects. In this case, the user distinguishes between interesting or pertinent information and irrelevant or uninteresting information and extracts only the relevant details (Dreher & Guthrie, 1990). If nothing is relevant in a particular section, the user must reject the section expeditiously and move on (Guthrie, 1988). Integrate Information Information that has been extracted is integrated with information previously known (Guthrie, 1988). The more specific the search goal, the less extraction and integration will be required (Armbruster & Armstrong, 1993). This component is instrumental in assessing a user’s confusion and disorientation (Guthrie, 1988). If a user returns to the same section of information, it means that the user failed to integrate all the information initially, or alternately that the system failed to provide adequate support. Sometimes the visual cues might be over-riding the textual cues for example. Evaluate In essence, users are constantly questioning: is this content, menu and so on useful? Guthrie (1988) maintains that users recycle through the components until the goal is met, a result he describes as a “best fit” rather than a perfect match, a view that is diametrically opposed to standard information retrieval evaluation, i.e., the quest for perfect precision. Yet, clearly, users have subgoals and continue to make evaluative decisions throughout the process (Belkin et al., 1993; Kulthau, 1991; Marchionini, 1995). Evaluation is too often inextricably linked with classic information retrieval metrics—precision, recall, fallout, and so on (e.g., Tague-Sutcliffe, 1995). Paradoxically, the fact that a system delivers what has been requested of it does not JOURNAL OF THE AMERICAN SOCIETY FOR INFORMATION SCIENCE AND TECHNOLOGY—August 2002 TABLE 1. Research theories that inform information interaction. Object/Interaction Theory Source User Schema theory Memory Models Rumelhart & Norman, 1988; Alba & Hasher, 1983 System Database theory Information retrieval models Ullman, 1988; Date, 1990 among others; Salton & McGill, 1983; van Rijsbergen, 1979 Content Classification Categorization Text production Text signalling devices Shera, 1965; Ranganthan, 1937; Foskett, 1996; Lakoff, 1987; Rosch, 1975; Roth & Shoben, 1983; Medin, 1989; Kintsch & van Dijk, 1978; Lorch, 1989 User-System Human-computer interaction Norman, 1986, 1991 Content-System Menu design Hypertext Electronic Text Norman, 1991; Dillon, 1994; Kerr, 1986; Woodhead, 1991; McKnight, Dillon, & Richardson, 1991 User-Content Text comprehension Information Search Skimming Colley, 1987; Meyer, 1984; Guthrie & Kirsch, 1987; Guthrie, 1988; Masson, 1982, 1985; Rothkopf, 1971 necessarily mean that the results meet the user’s needs and are able to satisfy the requirements of the task. The Role of Information Architecture in Information Interaction Three objects serve as the foundation for the model of information interaction: User, System, and Content. Users bring to the process their human information processing capabilities that aid them in translating intention into actions, and in interpreting both system output and informational displays. The system, a set of dynamic computer processes, contributes its artificial information processing capabilities that parse and interpret keyboard commands, perform operations, and respond to input. The content or knowledge representation is a blueprint that contains a series of words, phrases, sentences, or paragraphs, hierarchically organized, and contained within a logical superstructure. In information interaction, a user interacts with a system to examine an information blueprint, analogous to traditional reader–text interaction established in a printed-paper world. This is impacted by the system’s management of the content and the system’s ability to communicate with the user. The system, user, and content interact synergistically. In addition, user, system, and content are also viewed as a series of two-way interactions: (1) user–system interaction in which the user communicates with the system via a two-way connecting information flow that spans the “gulf of execution” and the “gulf of evaluation” (Norman, 1986), separating user from system; (2) system– content interaction, which is in essence the result of applying a set of computer processes to the microstructure and macrostructure of the text to provide access, storage, and update facilities; and (3) user-content interaction, i.e., reader–text interaction, oc- curs between the visually processed text and the activation of existing user knowledge. This abstraction is derived from and informed by multiple theoretical constructs as indicated in Table 1. Information interaction takes place at the confluence of these objects and interactions (see Fig. 2). It is influenced by the user’s cognitive functions, the semantics and structure of the content, and the characteristics of the system. Users work with the content, users manipulate the system, or are manipulated by it, and the system facilitates access to the content. The object of primary interest to this document is Content, which includes two structures: information architecture, and information design (the latter is not discussed here). FIG. 2. An instance of information interaction. JOURNAL OF THE AMERICAN SOCIETY FOR INFORMATION SCIENCE AND TECHNOLOGY—August 2002 859 Information Architecture Information architecture includes a system of classification, labeling of concepts within that classificatory structure, navigation, and search/access systems for a defined body of information. It has its roots in theories of classification and the organization of knowledge (Foskett, 1996; Ranganthan,1937; Shera, 1965), in categorization (Lakoff, 1987; Medin, 1989; Rosch, 1975; Roth & Shoben, 1983), and, in menu design research (Norman, 1991; Paap & Cooke, 1997) and hypertext navigation (McKnight et al., 1991; Woodhead, 1991). At its base is a classificatory scheme that specifies classes and subclasses, each of which are hierarchically ordered so that each class shares the same/similar attributes and characteristics. In an ideal world, each class represents a distinct concept with discriminating and unambiguous labels and with controlled lexical relations: synonymy, homonymy, polysemy, metonymy, hyponymy/hypernymy, meronymy, and antonymy. Fundamentally, this is typical menu design for information retrieval systems (Giroux & Belleau, 1986; MacGregor & Lee, 1987), but with roots in the traditional organization of knowledge, cognitive psychology, and human– computer interaction. Information retrieval menus tend to represent the key topics or categories of information. But, a body of information may be organized in many different ways: by formal organizational structure, by function, by individual interest/ need, by task, by expertise, by chronology, by frequency of use, or by spatial orientation. Each of these reflects a different pathway to the underlying content. In addition, the framework may be physically represented as hierarchical or tree structures; or as cyclic/acyclic networks that provide multiple and pseudoparallel pathways to the same content. These lists may be presented in a textual and/or graphicenhanced list, as an abstract visual representation of the structure, for example, a sitemap, or as a map of the organization (Shneiderman, 1998). An information architecture specifies navigation: how course (how the structure is navigated) and position (location within that structure) are indicated. In addition, it determines other types of access tools such as site maps, FAQs (frequently asked questions), search tools, and indices (Rosenfeld & Morville, 1998). Mapping Information Architecture to Information Interaction The confluence of the objects illustrated in Figure 2 represents, abstractly, information interaction. The bottom portion of Figure 2, a subset of the model in Figure 1, identifies the components that are directly affected by the information architecture. The generation/evolution of goals (when applicable) is a cognitive process that initially might not be affected by the information system. Similarly, integration and evaluation are outcomes of information interaction and are also cognitive processes—solely characteristic 860 of the user and not of the complex interaction of user, content, and system. The success of the remaining three components depends on the effectiveness of the information architecture. The identification of a “category” may be the selection of a tool such as a menu (Dreher & Guthrie, 1990), a keyword or concept from an index, a title from a list, and so on. The “textual cue” is a word, phrase, or concept identified within that “category selection” that acts as a stimulus influencing the user’s focus (Toms, 1997). This is primarily a perceptual activity, but is dependent on the structure of the information architecture. “Text extraction,” a conceptual activity, is the extraction of a pertinent piece of information from the current object in focus. This may be the extraction of a useful word, phrase, article headline, component of a piece of text, but in essence is the processing of the microstructure (Guthrie & Kirsch, 1987). Each of these three components are stimulated by and result from the information architecture, which establishes the categories at both the macro- and microlevel, and which creates a structure the enables the recognition of cues. If all work synergistically, then the user can extract useful information. Thus, if the information architecture is effective, the user should easily recognize the connection between the text extracted and user’s selfknowledge (otherwise, there is a poor usability problem associated with the information architecture). Conclusions Information architecture is a blueprint for the information system content in Web sites or other information-rich systems. As such, it contributes significantly to the information interaction—the way that a user interacts with the content of a Web site. 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