------------------------------------------------------------------------ The Frontiers and Challenges of Online Publishing Keynote speech for Multimedia InterCD '96 Conference MAYO 30 DE 1996 WORLD TRADE CENTER, CIUDAD DE MEXICO, MEXICO by John December (johndecember@gmail.com) ======================================================================== ABSTRACT The World Wide Web and the Internet offer new opportunities to reach global audiences. Publishers can create structures for reaching users in new ways for information, communication, and interaction. But the technologies and techniques for publishing online are changing fast. New technologies using Java allow for more interactive communication. New techniques for shaping networked hypermedia are emerging. The resulting online environment pushes the frontiers of possibilities while at the same time challenges publishers to develop online environments that are innovative, meaningful, and compelling. **** THE RISE OF THE GLOBAL INTERNET Five years ago, the Internet had been around for two decades, yet it was was still largely the province of researchers and academics in laboratories. Today, the Internet is everywhere, it seems. The popular press routinely covers the Internet's use in business and education as well as its sensationalistic and lurid aspects--hackers and online subcultures full of mystery and misdeed. In any bookstore, you'll see shelves groaning with Internet books. Internet interest worldwide is very great, and it seems to just keep increasing. The Internet has no central point of authority or governance, yet it has been adopted worldwide as the way for instant, global communication. We're all struggling to understand what the collaborative growth of this worldwide communications system means. We struggle, too, to understand how to express ourselves in this new medium. The evolution of communication media stretches back centuries. Certainly, the invention of moveable type in the fifteenth century was a major advance in the communication of text. Printing stretched the reach of publications. No longer tied to only hand-reproduced copies, many more copies of a work could be disseminated more cheaply and quickly. Many compare the significance of the Internet to the invention of print. But a much older invention changed thought even more dramatically. That invention, in the 4th century BC, was a Greek one: the invention of vowels. The invention of vowels changed the alphabets that had so far existed up to that time. Vowels permitted texts to be written which more closely matched speech, and the Greek alphabet standardized writing and lead to widespread literacy--at least among the elite--in Greece. The written word later played a big role in bureaucracy: the codification of laws, the collection of taxes, the administration of far-flung territories. Writing still plays a big part in empires today. I will suggest that the invention of vowels marked a shift that is more closely analogous to how we should be thinking about the Internet, Web, and global hypermedia now--because today, we are creating a new kind of communication, not merely old forms of communication speeded up in new ways. Not everyone has approved of the shift to writing as a means of communication. Marshall McLuhan noted that the linear nature of print sundered the "aural space" that had existed before writing. Franz Kafka's book, "The Castle," evokes the anxiety of a individual facing a bureaucratic culture obsessed with print. Does this mean that our civilization has taken a wrong turn for the past two thousand five hundred years? Have we mistaken print for knowledge, literacy for wisdom? Have we lost our sense of self in the world within named, certified, and official identities based on only written records? Yes, I think we probably have. The compelling adventure we have for us now is the creation of a new literacy in a new medium. It would be presumptuous and premature to say that global computer networks have or will play a part in a reshaped civilization. I don't think we will know that for perhaps hundreds of years. But these larger philosophical and political issues that surround human communication can give us a way to understand even the minute details of what we are doing on the Internet, the World Wide Web, and in multimedia. Remember, vowels are just symbols; the inventors thought it was just a good idea to implement them. There were probably no design meetings where the need for vowels was discussed. Vowels were simply used, then widely accepted as standards because they provided a way of recording speech that had not been possible before. Similarly, what you do--each small decision in design, each socially-affirmed practice of expression in hypermedia--shapes emerging practices and traditions of human communication. The hypertext link that Tim Berners-Lee envisioned on the Internet just seven years ago, the wonderful browser that Marc Andreesen and his team came up with three years ago--these changed expressions in the online world forever. These innovators probably didn't forsee how much their work would later impact global communication. But just those two innovations--the development of the World Wide Web system and the later development of graphical Web browsers--has brought us to this point, today, to a dramatically-enlarged and enriched Internet. The Internet world is dizzy with what is new: Java, Shockwave, Javascript, server push, client pull, Virtual Reality Modeling Language, RealAudio--the list goes on. Each month it seems, some serious new component of online communication is introduced. And most of these innovations are not mere toys, or variations on what has gone before, but dramatic new ways to shape information and provide communication and frame interaction. For example, while the Java language itself presents no radically new departure in terms of the computer science technology it represents, it was at the right place at the right time with the right stuff one year ago when it was introduced to the Internet. Today, Java holds the promise of providing a way for developers to implement interactivity online and in other devices that had not been before possible. Java is not all hype--its potential is very real. And the Java offshoots and related technologies--development environments and architectures such as Common Object Request Broker Architecture (CORBA) to allow object-oriented applications to communicate with one another--promise to truly transform the online world to a new kind of trade that we could have not forseen even just nine months ago. This is a shocking influx of new technologies--but I'm not worried about our ability to sort all of this out and to discover what works well and what doesn't. Humans have demonstrated time and time again a keen ability to adopt or reject technologies based on their needs. How many of you have used a picture phone in the past month? How many of you have used the Internet in the past month? Large telecommunications companies began promoting the picture phone more than a quarter century ago as "the phone of the future." They dreamed that the convergence of a kind of television with the telephone was inevitable, yet people stubbornly refused--and still refuse--to adopt the picture phone for anything but specialized uses even today. The technology landscape today is probably littered with neat gadgets that will never be adopted on a large scale. Almost all are transition technologies serving a need until something more significant sparks the imagination of developers building applications for the real needs of people. So what I want to tell you today is that I don't have all the answers for the direction of communication technologies for the next hundred years. But what I do want to tell you is that by keeping the big picture of human communication in mind, you're more likely to be able to make more successful decisions. You'll be better prepared to choose technologies to adopt and shape meaning using those technologies at the very detailed level. That big picture is, of course is: you're trying to make a connection to and among other human beings. You're trying to connect with people whether you are creating a telecommunications infrastructure, developing computer hardware or software, maintaining a library, educating students, or creating lively content to entertain people. This is a fairly obvious "big picture," but I'm amazed to see this perspective lost at almost all levels of systems and tools development on the Internet. Without keeping this big picture in the forefront of your work, the technologies alone--the sheer flood of them--may seduce you into constructing Kafka-esque castles: online content that is full of technical flash and fury, but signifies nothing. We now have the exciting opportunity to create meaning. I want to share with you three specific ideas that I in my experience as an Internet publisher have found work, and what I as an Internet researcher am still exploring. These are: 1) Build online communities. 2) Approach Web publishing as a process. 3) Rethink interactivity in terms of human activity. BUILD ONLINE COMMUNITIES What we think about now as global media--tv, radio, newspapers, books--doesn't fit into anything that we would call a community. Certainly, a global network like MTV connects to a youth culture, a lifestyle, an audience with a set of very particular demographics. MTV is a testament to the power of a global brand. There are online global brands--Global Network Navigator, Yahoo, Lycos--these are brands that grew right from the Internet and distinguish online content that media moguls no doubt are happy to own. But brands are not what the Internet has been about for the past two and a half decades. I'm not saying brands will not or ought not to be a part of the Internet now--in fact, I would say that brands have an extremely important role. What I am saying is that the commercial construction of value in a brand needs to mesh with the social construction of value through communities on the Net. The idea that the online world is a confluence of communities is not a radical one. Howard Rheingold in his book, "The Virtual Community," traces the rise of a community on the WELL, a computer conferencing system based in California. He documents an expressive and intricate interplay of human emotions and thought--conflict and attraction, seduction, intrigue and anger--this isn't a world ruled by wires and bit rates and screen resolution specifications, but a world of complex human interchange, emotion, and society. There's a pull of one human being to another that compels participants to overcome technical barriers and trivia to make a connection. Of course, the global flux of millions of participants and a wide range of forums online is far more complex than what happens on a single system. On the WELL, most of the participants shared a fairly privileged and educated background. Today, the shift of global talk is far more ephemeral on systems such as Internet Relay Chat, where text exchanges on channels rages and shifts second by second. In Multiple User Dimensions (MUDs) and their Object-Oriented counterparts, MOOs, this transitory behavior is slightly more fixed. Participants construct rooms, and active objects within those rooms draw settlers to participate in these online worlds. Developers tend their own creations and evolve their own characters. MOO participants sometimes get consumed by this work--serious cases of addiction have been reported. It is hard for me to believe that the technology itself draws and keeps these people online--that the mere mastery of the jargon and intricate syntax to become a player in these worlds justifies the passionate loss of oneself into a form of expression. I think instead that it is the intoxication of connecting with other human beings that draws these people online. Some would say that they are not engaging with other human beings, but only some electronic simulation of others. But I don't think people would risk so much for such an inward-looking experience. If IRC and MOOs demonstrate the strong pull of people to each other in transitory and semi-permanent forms, the World Wide Web now is more like an agrarian form of civilization, in which participants no longer zoom from channel to channel as in IRC or from group to group as in Usenet seeking a connection, but come to settle on large Web sites, where the Web developers tend their pages like fields, nurturing links, weeding out the stale and dead links, developing a harvest of content--all for the very same purpose--connecting with other people. These sites, permanent broadcast centers for content, lend a permanence to online communication that Usenet or IRC or even MOOs in some sense could never offer. And, like the farms that gave rise to agrarian settlements, Web sites now are components of associatively linked cliques of content--hypertext associations of what matters most to the participants. Think of how your work fosters human contact. Better yet, tirelessly seek to find out how actual users employ your digital creations. Observe how the pull of communication and interaction is already happening online--but look for the significant human-to-human issues. For example, Java software makes possible an unprecedented level of interactivity. But it also makes possible some pretty goofy and trivial animations. Look how Java is being used for interactive collaboration, the real killer application of the Internet. If Web sites are like cities, Java may be the fuel that brings the citizens in contact with each other. There are few things I can think of as complex, powerful, and exciting as human beings in communication with each other. There are few things that are as difficult to understand. And there are few things as important for creating communities online. APPROACH WEB PUBLISHING AS A PROCESS I'm tired of seeing HTML portrayed as the portal to Web publishing mastery. HTML has as much to do with Web publishing as changing a typewriter ribbon as to do with writing a novel. If you're not thinking of the audience(s) you are trying to reach, and taking active, continuous, process-oriented steps toward reaching them, you're merely making interesting little marks on the Internet. Web publishing is primarily about a negotiation of meaning and value in communities. We are used to negotiating the value of published works in terms of objects, like a paper book or a CD ROM. But online, the ties of value, the kinds of attachments are different, because the published works are part of--in fact they are--the very fabric of those online communities. Publications are just the artifacts of those communities. I come from a creative writing and technical communication background, so my view of human communication is shaped by my own instruction. I've learned rhetorical strategies of shaping communication and arguments to achieve desired the response. I've learned, in creative writing, how language affects readers at a variety of levels. Not once in my graduate work toward a Master of Fine Arts in Creative Writing did we talk about typewriters or how to format a computer disk. Technical skills do play a part in Web Publishing. Indeed the production of your work relies on technical skills; But don't substitute the mechanics of online work for the meaning behind it. I've outlined my methodology for Web Development in my writings and on at my web site (http://www.december.com). My methodology includes six phases: planning, analysis, design, implementation, promotion, and innovation. In brief, you can approach web development as a continuous interplay of these processes: 1. Planning: define your target audience, purpose, objectives, and policies for information development and use. 2. Analysis: check technical construction of web with validation tools; evaluate information consistency and verify correctness of domain information. 3. Design: separate information into page-sized chunks; connect pages along routes of use and user thinking; provide information, context, and navigation cues; create a consistent look and feel. 4. Implementation: create an extendible directory and file structure; use HTML tools where helpful; use templates for supporting consistent look and feel; check implementation in various browsers. 5. Promotion: target publicity releases for general Web audiences, potential users, and current users; follow online community norms and practices; innovatively connect with users to meet their needs. 6. Innovation: continuously and creatively work for improvement to meet user needs; use testing, evaluation, and focus groups to shift and change web's content as user needs change. I try to merge traditional technical communication and rhetoric practices with software engineering practices in my methodology. I try to focus on reaching an audience in a new medium that has unique qualities and characteristics. In this way, I may not have all the answers for my audience--in fact, those answers will probably change every day--but I have a process for getting better and better at providing those answers. RETHINK INTERACTIVITY The meaning of the word interactive perhaps has been eroded by the incessant claims that everything is interactive--we have interactive multimedia, interactive games, interactive television, interactive learning, interactive entertainment. But what does interactivity really mean? A dictionary definition calls interactivity, "mutually or reciprocally active; 2: of, relating to, or being a two-way electronic communication system (as a telephone, cable television, or a computer) that involves a user's orders (as for information or merchandise) or responses (as to a poll)." But when we think of interactivity, we think of a range of order-response activities that vary in their richness. Some people think the selectivity of hypertext is interactivity. Some people would call the server-side computation available with Common Gateway Interface programming interactive. My contention is that interactivity can be looked upon as a continuum, where you may have rich interactivity or a fairly low level of interactivity, depending on the kind, quality, and scale of those orders and responses. Critics have rightly questioned how much selectivity and interactivity we want. Do you want--via interactive fiction--to choose the ending for a story you are reading? The kind of interactivity that Java makes possible has the potential to allow us to develop something far richer than just this kind of selectivity. But in order to do this, I think we need to rethink interactivity in a new way. Instead of focusing just on the technical give and take of data across a network or the filling out of information in a form and its processing with a database, we need to look at how people work within a community of practice. People don't work online in a vacuum--they have colleagues, bosses, customers or suppliers, and others who they work with or communicate with. They are constrained by certain rules, and their work is defined by certain roles. That community of other users defines both those rules and roles. I've suggested a methodology which approaches rethinking interactivity in these terms for Java developers. My hope is that the Java industry can play a role in creating compelling content to bring interactivity to the Web by approaching the social context in which people work. This same triad--a user, a community of practice, and an objective-- can shed light on the entertainment possibilities for the online world. If a user wants to play a game alone, they can go to an arcade or stay home with their personal computer. But if you can create a game that fuses a community with interactivity, in which people are playing with others all over the world--that is where you'll start to explore the frontiers of interactivity. This kind of work has already been done--I see students at my school playing a game called "Nettrek"--this kind of activity grows from a student subculture for a reason--it wasn't market researched or packaged. The kind of fusion of interactivity and community that a student-developed game like that represents is the direction that creative online publishers can go in if they keep the big picture in mind and rethink interactive communication. CONCLUSION Community, processes, interactivity: these, I think, are the cornerstones of creating meaning in the online world. There's a definite aesthetic sense we must build in addition to the technical sense of the Internet and the World Wide Web as a medium. We also need good practices based on a solid mastery of the medium, and practices which reach for a greater significance than merely the expression of what has been said before in only a new format. For two thousand years, we've largely relied on print. This century's television, radio, and movies have brought new kinds of communication. There were pioneers of technology who helped to bring these vehicles for expression into use. Our challenge is to join them and to be pioneers of content who make the new media come alive with connections to other human beings. **** Question and Answer **** See http://www.december.com/present/micd96.html for online information about this talk. John December (johndecember@gmail.com, http://www.december.com) is president of December Communications, Inc. and the publisher of Computer-Mediated Communication Magazine and several widely used and frequently accessed World Wide Web-based reference publications about the Internet and the Web. An experienced Internet writer, teacher, software developer, and author, he holds an M.S. in Computer Science and an M.F.A. in Creative Writing and is a PhD Candidate in Communication and Rhetoric at Rensselaer Polytechnic Institute. He is co-author of the books, "The World Wide Web Unleashed" and "HTML & CGI Unleashed," and author of "Presenting Java" all published in 1995 by Sams.net, an imprint of Macmillan Computer Publishing. ========================================================================