Design
3. Dialogue
The design of the dialogue follows the application concept. This comprises in particular:
- Application Life Cycle
- Navigation logic
- Dynamic data
Application Life Cycle
This includes not only the playout schedule but also the design of the access to the application. Typical access scenarios are:
- Standard digital receiver menu
- Portal application
- Automatic start with selection of the transmitter
- Automatic synchronised start with the TV programme
- Start with a simple and indicated push of a button (so-called "red button" concept)
Contents of the navigation logic
The navigation logic describes:
- Contents and functions of the individual dialogues
- Mode of operation of individual dialogue elements (e.g. with extended lists or two-dimensional movement of a focus)
- Possibility to navigate between the individual dialogues (e.g. horizontal movement via tabs, coloured buttons as hot keys, back button)
- Specifications for the graphic realisation (e.g. animations with lengthy processes, instant graphic feedback at the push of a button, information for navigation)
Aspects for navigation definition
The definition of the navigation logic must take into consideration multiple iTV-specific peculiarities. Here are a few comments:
- Users are often inexperienced (e.g. without PC experience). In navigation, clarity is therefore of the highest order.
- A good iTV application does not have the same effect as a "PC program" but instead acts as a direct experience. The focus should therefore not lie on variability and comprehensive functionality but instead on less content based and formally concrete offerings.
- The target groups can be very diverse. The technically-inexperienced should not be overwhelmed, whilst the regular user should not be irritated.
- The reaction times during navigation are occasionally very long (i.e. in the seconds range) due to the limited technology. Potential waiting times must be integrated into the model design.
- The user does not look at the remote control during navigation. The use of blind tactile navigation cross keys is therefore preferential. Other buttons (e.g. the coloured buttons) should not simply be used because they are there but instead only when it makes sense in terms of contents or if navigation is considerably simplified.
Dynamic data
This is the data which is updated during the application runtime: Sports results, co-players, TV programme data, game statuses, competition data and so on.
The data structure and the form of updating must be defined.
Harald Molina-Tillmann
Introduction to interactive television
3. Dialogue