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A Review of
Hypermedia Methodologies and Techniques

by

Michael N. Louka, March 1994

Dept. of Mathematical and Computing Sciences, University of Surrey, UK

HTML conversion, August 1994


1.0 Introduction

1.1 Overview

This report is a review of theory, methodologies and techniques relevant to the field of hypermedia. It begins with an introduction to hypertext, and then goes into depth in Section 2.0, examining nodes and links, and different methods of structuring hyperdocuments. A survey of techniques for converting linear text to hypertext follows, before application design methodologies are reviewed. Usability is a major issue in hypermedia research and an extensive review of research related to the design of the user interface and navigation techniques is an important part of this report.

Note that there is a glossary of frequently used terms close to the end of this report.

1.2 Background

Vannevar Bush is credited for being the first to propose a machine (the Memex), in 1945, that could organise information in such a manner that a user would be able to follow a trail of associations through the information. Bush's ideas rose out of his frustration over the fact that important scientific research was being ignored because of the increasingly large amounts of information available. His Memex could help scientists to find relevant information from the "growing mountain of research" (Bush, 1945). Bush's ideas were visionary, but the technology of the time was incapable of supporting them. The concept of the Memex, for example, was based on analogue computers and microfilm.

The term 'hypertext' was coined by one of the technology's pioneers and evangelists, Ted Nelson, in 1967. Hypertext systems are "a computer-based medium for thinking and communication" (Conklin, 1987:32). Nelson is developing a system called Xanadu, after the "magic place of literary memory" in Coleridge's 'Kubla Khan'. Nelson's vision is of the creation of a single repository into which the entire world's literature can be stored and accessed. He created the hypertext model of links and nodes as a means of efficiently storing such a vast amount of information. Unlike the Memex, which was never built, Xanadu has been under development for a number of years (Nelson, 1988). However no software has been delivered yet, despite numerous announcements of alpha-test versions (Adie, 1993).

In 1994, the largest distributed hypermedia system, in terms of the number of hypermedia servers in use, is the Internet-based World Wide Web (WWW) system, which originated at CERN's high energy physics laboratories in Switzerland. It is a large-scale distributed hypermedia system which anyone with access to the Internet can use. Hypermedia techniques are employed to join server computers around the world into a single inter-linked 'web'. Usage of the WWW is currently doubling every four months, with at least 100 servers on the Internet available to approximately 20 million people in more than 50 countries. The American NCSA (National Centre for Supercomputing Applications) has played a significant role in the growth of the WWW by, amongst other things, developing a free graphical browser called Mosaic, which is available for UNIX, Macintosh and Windows platforms.

1.3 Hypertext and Hypermedia

Hypertext systems provide a mechanism for efficiently storing and rapidly retrieving potentially enormous amounts of information in a non-sequential manner. Information is stored in chunks, called nodes , that are linked together to form a network. In a purely text-based system, the nodes are pieces of textual information. Hypertext can be viewed as a form of non-linear writing where a user can follow links between nodes to access information. The fundamental concept of non-linear writing is not new since reference books such as encyclopaedias had entries (nodes) of textual information and references (links) to other entries long before the advent of computers.

Hypermedia is multimedia hypertext. However, the terms 'hypertext' and 'hypermedia' are often used interchangeably. The nodes are not restricted to text and may contain sound, graphics, video, animation or other media. Hypermedia hyperdocuments (collections of related nodes in a network) may be self contained or may link to other hyperdocuments, which may be distributed over a local or wide-area computer network.

There is little consensus regarding what, exactly, is different about hypermedia compared to other ways of structuring large amounts of information, but the hallmark of a hypermedia system is a "single coherent interface to the database" (Conklin, 1987:18). What the user sees in a window on a computer display corresponds to a node in the database on a one-to-one basis. Hypermedia offers a level of integration of information and interaction that other information retrieval systems do not.

The most essential feature of hypermedia is the link, since it is the ability to link information together in a non-sequential manner that is the primary feature of hypermedia. Links can take many forms. Those that are explicitly defined by the author of the document in the authoring process are called static links because they are fixed. Some systems also allow links to be created while the system is running, using one of a number of processes. These are called dynamic links. They can be used, for example, to incorporate security procedures (a link is only available to a particular type of user) or to allow the user to create personal links between nodes that are not usually linked, or for links to be generated automatically between a new nodes and existing nodes. Graz University's Hyper-G (Kappe et al., 1992) and Southampton University's Microcosm (Fountain et al., 1990) are both systems that support dynamic links.

In its simplest form, the links between nodes in a hyperdocument have no structure. They are associated with anchors, which are smaller parts of the nodes. Typical anchors are words, buttons and pictures. When an anchor is activated, usually by the user clicking on the anchor with a mouse, an associated link is followed to a destination node, which is then displayed for the user to see. The new node might replace the old one on the computer screen or it may appear in its own window (we are assuming a graphical interface here, but hypertext can be presented using a simple, entirely text-based, command-line interface too).

The window that the user interacts with is called a browser . It is the user's interface to the information in the hypermedia network. Mechanisms are usually provided for tracing back along a path through a network and accessing maps, indices, and other devices that offer the user an overview, and which might facilitate navigation. Browsers often offer facilities for searching for words or phrases, and some can be customised to suit the personal requirements of the user.

Figure 1.1. Components of a simple hypermedia system

Figure 1.1 shows a simple hyperdocument, with seven nodes and seven links between them.The browser shows a representation of the contents of the current node, which is 'Node A' in this example. The links are shown by the browser as anchors. If the user were to activate the anchor '1' by clicking on it, then 'Node B' would become the current node, replacing 'Node A' in the browser window or appearing in its own window. If 'Node A' were a description of a work by a certain composer, then 'Node B' might be a piece of music written by the composer, 'Node C' might be a video clip from an opera and 'Node D' might be a link to information about the town in which the composer was born. From 'Node C', the user is allowed to go to 'Node F', and thus has a route to 'Node F' that bypasses 'Node D'. By activating anchors in the node. the user can navigate through the information, following links defined by the author, in whatever way that is available to the user. A user might simply want to explore the hyperdocument, or go to a known location in it to find a certain piece of information.

Hypermedia techniques have been used for many different applications including electronic books, on-line help systems, CAL (Computer-Aided Learning) systems and collaborative writing. In fact many applications which require rapid interactive storage and retrieval of information from a large data repository can benefit from a hypermedia-based approach. The WWW system mentioned earlier is an example of the hypermedia concept being used to link information stored in a distributed network so that it can be easily retrieved from anywhere in the world. Another common use of hypermedia systems is as a framework for organising technical reports and articles, with links providing cross-references, in a manner similar to that proposed by Bush.

1.4 Current Problems with Hypermedia

Since hypermedia information can be structured in many different ways, it would appear that the development of hypermedia applications (hyperdocuments and browsers) would benefit from a structured approach to the authoring process. The tasks of organising information and designing suitable navigational structures, that reflect the user's needs as well as the author's aims, and the task of designing a good user interface are fundamental to the success of a hypermedia application, ye the design of applications is often based purely on rough guidelines and intuition. A number of methodologies and techniques have been proposed, covering many aspects of hypermedia, and this project reviews a number of those that are relevant to the design of the information structure, to conveying the information contained, and to ways of helping the user to navigate in such structures.

It is often desirable to convert existing linear texts into hyperdocuments, but the success of this kind of transformation depends on the kind of material involved. Reference books lend themselves well to conversion, and in many cases links can be generated automatically using by conversion software. Converting a traditional novel into a non-sequential hyperdocument is a more taxing task because novels are usually intended to be read from beginning to end and, therefore, links to anything other than footnotes and pictures are often meaningless and do little to enhance the reading experience. Hypermedia as a creative medium is an exciting, but largely unexplored, area, mainly because we are still trying to apply our experiences of an old medium (linear text) to a new medium (n-dimensional hypertext).

One of the greatest problems with hypermedia is usability, and little empirical research has been done in this area despite the fact that the problem is well documented in the literature. Users of hypermedia often risk becoming disorientated in the information space. A number of techniques exist to help orientate the user but it is not always clear which techniques are most appropriate to particular situations. The use of metaphors to provide the user with an interface that is easily understood and the use of overview diagrams such as maps and indices to help the user to navigate are often, but not always, appropriate. Some systems provide mechanisms for users to trace their way back through a network or to follow 'guided tours' along paths through a network to help them to locate the information that they are seeking. Some systems also allow users to add their own links between nodes and to add new nodes or annotations. In many cases this is a very useful feature, but it is not always either desirable or appropriate.

It is unlikely that hypermedia will become universally accepted as a practical medium until the overall usability of large systems improves. Both the design of the information structure and the design of the user interface reflect on the ability of a system to ultimately meet the user's requirements, as well as to convey the ideas of the author. Despite this, hypermedia systems do have great potential for meeting the requirements of people in the information age. The rapid growth of the WWW demonstrates that users are willing to make use of the medium and that hypermedia is not all hype. The social implications of global hypermedia systems could be tremendous. More research into how to create usable, successful, hypermedia is necessary if the potential of this new medium is to be exploited to the full.

2.0 Review of Hypermedia Methodologies and Techniques

2.1 Nodes and Links

A hyperdocument consists of related nodes that are linked together internally. How an author uses links and nodes to create a hyperdocument is extremely flexible. Whereas nodes contain much of the information in a system, links are more significant features of hypermedia because it is they that enable hypermedia to break away from the (usually)one-dimensional world of linear text.

2.2.1 Nodes

The nodes within a hyperdocument are objects that normally contain a single concept, idea, or piece of multimedia information. An author can build up a network of interrelated ideas or concepts in order to communicate information to the user.

There are a number of different kinds of nodes. Simple nodes are monomedia objects. In other words, they are retrieved and displayed as single units. Examples are a piece of text or a single picture. Some systems support 'composite nodes' that contain data of multiple media types, such as text with pictures. With the exception of 'leaf nodes', nodes have source anchors that are used to link them to other nodes. These terms for nodes are used by Adie(1993) and are based on the Dexter hypertext model, which is a formal reference model that describes the structures needed for links (Hardman, et al., 1993).

The size of a node is determined by the author and, as Conklin (1987) points out, the process of determining how to modularise a document into nodes is an art "because its impact on the user is not understood". Conklin examines nodes in some detail and his work, which is a classic text in this field, is one of the most complete introductions to hypertext to date, even though it was written over six years ago. In his discussion of nodes, he examines the concepts of the modularisation of ideas and ideas as objects, pointing out that hypertext imposes a new kind of awareness on both the author and the user. He notes that they must both be aware of the way the flow of the information branches.This is an important observation which is relevant to both the design of the hyperdocument structure and to the choice of content of individual nodes.

How the information contained in each node is stored varies from system to system but there is an increasing trend towards the use of markup languages for systems that link a large number of (particularly) textual documents, especially when individual nodes are distributed across a network. The most significant advantage of using a markup language is that documents written for one system using a 'standard' markup language can be understood by other systems that understand the markup language used. Fountain et al. (1990) refer to what they perceive as the problem of proprietary document formats when listing the problems with some hypermedia systems that their system, called Microcosm, overcomes. Since nodes in a hyperdocument can hold multimedia information, hypermedia systems often need to be able to recognise many different information formats in addition to markup language formats. Graphical images are a particular problem because there are so many different formats in use (GIF, TIFF, JPEG, etc.).

The most common document markup languages are LaTeX and SGML (Standard Generalised Markup Language) which are used by publishers, and are occasionally used to define the format of nodes in a hypermedia system. Documents formatted using a markup language are commonly used as initial documents for converting linear documents into hypertext. Standard formats that build on SGML and are used by some hypermedia systems include HyTime (Hypermedia/Time-Based Structuring Language) and MHEG (Multimedia and Hypermedia information coding Expert Group -- a standard that is currently under development).These are surveyed in some detail by Adie (1993).

CERN's WWW system uses a markup language called HTML (HyperText Markup Language) which is based on SGML. SGML can be considered as a device independent programming language for style sheets and so HTML, in practical terms, is a collection of styles used to define the various components of a WWW document. Documents that are to contain links to other documents on the WWW must be structured in HTML format. Non-HTML documents can be accessed via the system as leaf nodes. HTML is currently being extended to include multimedia facilities (Berners-Lee & Conolly, 1993).

Hypermedia applications developed using HyperCard or SuperCard rarely make use of markup languages, although they have been used for converting documents to and from their own proprietary formats. Instead they store the information for each node in a 'card' in a 'stack' or 'project'. Therefore, markup languages have not been used to format the electronic book that has been developed as part of this project.

2.2.2 Links

Nodes containing information need to be linked together in order to construct a hyperdocument. Links have been discussed extensively in the literature. SuperCard and HyperCard have monodirectional links (Goodman, 1990:183). This means that a button (an anchor) in a card (node) can link to another card, but the same link cannot be used to traverse back in the reverse direction. Monodirectional links are useful if the author wants to dictate the direction of movement, but it is often useful to have a link that exists in the reverse direction too. Such links are called bidirectional links and can be devised in SuperCard by creating a button in the destination card that links back to the source card. This technique works but is not particularly elegant because the author needs to define two links where one would have been more efficient. In systems that support bidirectional links, the system can deduce the inverse relationship. This makes the authoring task easier and reduces the scope for author error.

Conklin (1987) identifies two types of links: referential and organisational. Referential links are non-hierarchical and are the kind of links that most clearly distinguish hypermedia from other forms of information storage. Organisational links differ in that they correspond roughly to the is-a links of semantic networks. They are used to organise nodes hierarchically in a strict structure. For example, an electronic book might use organisational links to link to the next page or the previous page (the previous and next sibling in the hierarchy) or to the contents list (which may be the parent) which in turn may be linked at a higher level to another contents list in the form of a library of electronic books. Referential links can be used to link to footnotes, pictures, or any other pieces of information, in any node.

Eliëns (1993:10) calls organisational links structural links and makes a couple of useful points about such links. The first is that structural links are essential to producing a linearised version of a hyperdocument, which may occasionally be desirable for some purposes, such as printing out a hypertext version of a linear book. The other point made is that structural links allow the author to define semantic checks whereas referential links "are by nature arbitrary".

McKnight et al. (1988) rightly complain that too little attention has been given to the problems faced by the author. Authors such as Conklin (1987) and Marchionini and Shneiderman (1988) concentrate on the users' problems and to a great extent ignore the problems of the author. McKnight et al . state that the three most common problems with documents in a hypertext system are all related to the links defined by the author. The problems are that links are made to nonexistent nodes, that node are not accessible (no links to them) and that nodes are inadvertently linked to themselves. These problems usually arise as a result of errors made by the author.

McKnight et al. only consider links that are explicitly created by the author, but the problems that they list can also occur in texts that have been converted to hypertext by a computer, or are linked dynamically at run-time. Fountain et al.'s Microcosm is an open hypermedia architecture with dynamic linking, but it is a system that is also prone to problems as Adie (1993) observes. The problem that is relevant to this discussion of incorrect links is that documents may be moved or changed, invalidating the links. Microcosm date-stamps links in order to help to detect, but not correct, this problem.

The question of dynamism in hypermedia is being addressed in several research systems. Deja-vu (Eliëns, 1993), Hyper-G (Kappe et al., 1993), and Microcosm (Fountain et al., 1990) are all systems where dynamic links are supported and play an important role in making it easier to add nodes to a hyperdocument with little effort. Waterworth (1992:97-99) gives a good introduction to the topic of static and dynamic links. Static links are explicitly defined by the author whereas dynamic links are created in a context-sensitive fashion (are inferred by the system by some process) at run-time.

Systems that have support for dynamic links also support explicitly defined links, since static links are often needed to define the underlying structure of a hyperdocument. Figure 2.1 (after Waterworth, 1992:97) illustrates the difference between static and dynamic links. It shows links defined by the author, links selected by the reader and links inferred by the system.

Figure 2.1. Static and dynamic hypermedia

As can be seen from the figures, the ability to create links dynamically "provides a virtual structuring feature for hypermedia that supplements the statically defined structure" (Waterworth, 1992:97). It is occasionally useful for users to add their own links to documents in order to assist them in their navigation or to aid other users. The concept of users adding links to documents that other users also have access to blurs the distinction between the author and the user. The philosophy of Microcosm is that there should be "no ultimate distinction between author and user" (Fountain et al., 1990:4). However, it is not always desirable that users should create links that other users can also use. In a creative hypermedia work, such as an electronic book created especially to take advantages of hypermedia, the way in which the flow of information has been organised by the author could be ruined by someone being allowed to create links between nodes that were not intended to be linked.

Kappe et al. (1993:13) explain that that Hyper-G (an ambitious distributed hypermedia research project at the University of Graz in Austria) has 'user modes' that allow only certain kinds of users to perform authoring functions. One of the points that Kappe et al. make (and one that is also relevant to the WWW system) is that in order to avoid the 'Big Brother' scenario often associated with large information systems, it should be possible for users to access the system anonymously. One of the purposes of user levels is, therefore, to prevent completely anonymous users from authoring, while still allowing them access to the information stored in the system. Whether this kind of security will be incorporated into Microcosm is unclear, but advanced security features will be important if systems such as these are to be used in security conscious organisations to store sensitive information.

In large distributed systems, where the amount of information stored may be counted in terabytes, it is impossible to maintain static links to every document accessible via the system. Access to documents on remote databases is only possible using dynamic links (Kappe et al., 1993:10) because the information in the remote database may change at any moment. It is also clearly an advantage to be able to automatically link new documents into a large system as this reduces the amount of authoring work required and improves flexibility.

Although much of this review of links has concentrated on systems designed to store a very large number of nodes, the techniques involved can be used for small-scale hypermedia projects too. A particular advantage of using dynamic links is that the number of links that are explicitly authored is reduced. If an electronic book has over 100 chapters then linking each one individually to a contents list could be very time-consuming. One could save time by using an algorithm that examines the text that the user clicks on in the contents list and then automatically links to the chapter with a title that corresponds to the selected text.

2.3 Hypermedia Information Structures

Hyperdocuments are inherently structured as networks, with no restrictions as to the size of nodes or the ways in which they are linked together. Sometimes a network structure can become unwieldy and it is occasionally useful or appropriate to give the hyperdocument a recognisable underlying structure using organisational links. The structure of hyperdocuments is particularly important because the most common usability problem with hypermedia is that users often complain of being 'lost in space'. This is well documented by Edwards and Hardman (1988), Nielsen (1990), Conklin (1987:38-40), Nielsen and Lyngbæk (1989), Waterworth and Chignell (1989), Dillon et al. (1993:169), and others. Rada (1992:297) comments that experience has shown that usability is enhanced by exploiting the explicit structure of documents. Usability problems from the user's point of view will be reviewed in detail later. It is important that commonly used structures are reviewed first, because it is often the underlying structure that is the problem if the user of a hyperdocument is having difficulties navigating. Good structure is also important for the author, who should find it easier to build on.

Although the actual structure of a hyperdocument, when all links available to the user are taken into consideration is almost always a network, it is in some cases appropriate to use a hierarchic or even a linear structure as an underlying structure for all, or part of, a hyperdocument or collection of hyperdocuments. Benest (1989) writes strongly in favour of the book metaphor for the presentation and structuring of hypertext information.

Figure 2.2. A linear structure with referential links.

Although it may appear strange that a linear structure should be used for hypertext, which is a medium that frees authors from the linear constraint of traditional printed text, it is still valid to use a linear structure as the underlying structure represented using organisational links if a linear structure is appropriate for the information. Other links can be used to provide what Benest calls a "controlled non-linear capability". In other words, links to contents pages, indices, references, and so on can be used to enhance the node structure. The actual result is not a linear structure, even though it may be perceived as such by both the author and the user. A very simple example of this structure is shown in Figure 2.2. The black organisational links define a linear structure, whereas the lighter referential links (of which only a few are shown) allow the user to jump around the text, overcoming the restraints of the linear structure defined by the organisational links.

Benest's ideas are sound for traversing formatted linear text on a hypermedia system, but a linear structure would provide inadequate support for searching for linear hyperdocuments on a large hypermedia system. However, linear structures are useful for organising the parts of an information structure where single paths through the information are desirable. Another use for linear structures is for 'tours' that guide a user around a system. Tours can be prepared in advance by experts in order to guide a novice through a network (Kappe et al., 1993:10). In the case of a tour, it is likely that context-sensitive links would be used, so that only the links that lead along the path of the tour would be available to the user while the tour facility is in use.

Apple, in their 'HyperCard Stack Design Guidelines' (1989:25), describe a jump-linear structure (see Figure 2.3 below), which is technically a form of tree structure, where the user can traverse in either direction along a linear path, but can also jump out of the path from any node to a 'home-base', such as an index or contents list. The home-base could be a library containing several linearly structured electronic books, for example. Apple also comment that linear structures are not useful if a user is to be required to select different paths or branches within a hyperdocument, depending on her own decisions.

Figure 2.3. A jump-linear structure

If the information in a hyperdocument divides naturally into ordered hierarchies then it is sensible to use a hierarchic structure. The Dexter model referred to by Hardman et al. (1993) allows the author to compose hierarchic structures, with links between any two nodes. This, like the linear model, is convenient for the author as well as being easier for the user to navigate in than a complex network. The author can create a hierarchy of information using organisational links, and then add referential links afterwards. The result is a complex hypermedia network, but the underlying structure is hierarchic, making maintenance and navigation easier. Baird and Percival (1988), when describing their experiences after producing a system called Glasgow Online (a community information system) make a couple of useful points on the topic of structure. They say that hierarchic structures offer both the user and the author a recognisable way to proceed, but that the users should be allowed to follow a non-sequential path, for example by allowing lateral movement within the hierarchy. An advantage of this approach is that the user and the author can easily understand the way in which the information is structured, but at the same time be able to make jumps across the information space in order to access information quickly. They warn that not all nodes can or should be linked. The author of the links must decide where links are appropriate. Rather than strictly adhering to a particular structure, it is more important that ways of linking data meaningfully are found by the author so that a user can follow a sensible path of concepts in order to reach a node. These ideas can be traced back to Bush (1945) and his Memex. The Memex was designed to enable a user to follow paths of associations to retrieve useful information.

Authors such as Jonassen (1989) assert that hypermedia actually mimics human memory and that the nodes should be structured as a web (network) that reflects human memory. Whether this makes learning any easier has not been conclusively proven although Jonassen (1993) has studied the effects on learning of semantically structured hypertext. There is an underlying relationship between hypermedia and the artificial intelligence (AI) concept of semantic networks which has led to some research into frame-based (semi-structured nodes) hypermedia (Koh et al., 1989), as well as Jonassen's own research into using knowledge acquisition methods from AI to create a concept map that can be used as the basis of a hypermedia structure.

Figure 2.4. Coexistence of three structuring principles

It is possible to have a single hyperdocument within which a number of different structuring principles coexist. An example of the co-existence of the three structuring principles is shown in Figure 2.4 (from Waterworth and Chignell, 1990). The linear path is useful for following a line of reasoning, the network allows for browsing, and the hierarchy provides a useful index structure.

The idea of integrating different information structures into one hyperdocument is an attractive one and would appear to be sensible, since it means that some structure is applied but that the structure can be sufficiently loose that the user is not constrained by it. This is particularly relevant to large systems where design issues regarding navigation are usually complex. Navigation can be made easier for the user if the entire system is split up into inter-linked clusters of structured hyperdocuments (at least at a virtual level) in order to provide hierarchic indices and other navigational aids (Kappe et al., 1993).

Clearly, hypermedia is, by definition, structured as a network, but there would appear to be organisational and navigational advantages in using organisational links to create an underlying structure that is appropriate to the information stored, which may not be a network, and use referential links to enhance the underlying structures.

2.4 Automated Structuring of Hypermedia Information

Dynamic linking can be used as a means of automating the linking of documents in a system. Deja-vu (Eliëns, 1993), Hyper-G (Kappe et al., 1993), and Microcosm (Fountain et al., 1990) allow the user to add nodes to the system with little effort because links to new nodes can be created dynamically at run-time. This is usually performed in a fairly simple manner by matching strings rather than using sophisticated AI methods. In Microcosm, for example, the links are stored in a separate link database. One can then specify that within a particular region (usually a collection of related documents), or globally, a particular keyword is linked to a specified destination node. An advantage of this technique is that the texts in a system do not need to be formatted in a markup language and that any word in a new document that is also in the link database will serve as an anchor, automatically linking the new document to the reference.

If the database is fast, dynamic linking can be a very effective way of automatically adding new documents to a system, but the situation is more complex if an entire hyperdocument is to be generated, with sensible links, from a document or collection of related documents. Simple string matching is inadequate and AI methods are being investigated, in particular for the automation of the conversion of books to hypertext.

The success of a text to hypertext conversion is often dependent on the material chosen. Automatic conversion can be performed easily for reference works (Rada, 1992), such as dictionaries, encyclopaedia, technical manuals, and textbooks, but would not work very well for a novel or an autobiography, because the markup of the book should contain logical divisions. Any novel can be converted into an electronic book that mimics a printed book, but most would not be enhanced by the conversion unless other information can be appropriately linked to the text in a manner that does not detract from the original message of the author. This process is difficult, if not impossible, to automate. Automatic conversion of text to hypertext will not, therefore, be attempted for the application that will be developed as part of this project. It is interesting, however, to review the current state-of-the-art in this area as it illustrates the complexity of authoring hypermedia applications.

Knopik and Ryser (1989) have written a text analyser that parses a textual document, looking for nouns that are used as candidate 'concepts'. Potential candidates are compared with existing concepts in a hypertext network after converting them into a standard form using heuristic methods. The authors' motivation for creating this tool was that it is difficult for an author to build a hypermedia network, maintaining the correctness and completeness of the nodes in the net. The goal for the tool is to build up part of a network depending on the content and type of the nodes linked, and to create new nodes depending on the semantics of the given type of links and the contents of existing nodes. The system is limited to three kinds of links, which are 'super-concept-of', 'is-defined-by', and 'uses-concept' links which are used to assess the need for a link. It also has a number of rules for processing potential candidates. The tool is successful for texts that don't challenge it's limitations, and is important because it demonstrates that such methods can be made to work. The authors believe that more sophisticated natural language processing is required to make the tool more accurate.

HEFTI (Hypertext Extraction From Text Incrementally, Chignell et al.,1990) is another tool that has been developed to assist the author in the authoring process. It has seven modules through which a text is passed sequentially in order to generate a hypertext document. In common with most other text to hypertext conversion tools, the task of linking other media to the text is left to the author to carry out by hand. The modules perform text preparation, node preparation, indexing, link creation, organisation and link refinement before the result is outputted in a proprietary hypertext markup format. One of the advantages of a modular system is that the modules can be altered individually in order to evaluate different techniques for each process. An interesting feature of the system is that it attempts to generate 'landmark' nodes (nodes of particular cognitive interest) which may improve the usability of the the hypertext generated.

A more recent paper on converting a textbook to hypertext has been written by Rada (1992). Rada's textbook to hypertext conversion system parses a text in a markup language format to create a semantic net of link objects pointing to text blocks. The text blocks are sequentially numbered, because a textbook can usually be viewed as a linear sequence of text blocks separated by section headings. The system then locates bibliographic citations and generates links to the bibliography, as well as generating links to cross-references and footnotes that are explicit in the markup of the original document. The index defined in the original document is then placed in an index node and links between items in the index and their corresponding text blocks are established. Rada calls the generated hyperdocument, that directly reflects the markup of the original document, 'first-order hypertext'. 'Second-order hypertext' also contains links that are not explicit in the markup of the original document. Second-order hypertext is created after first-order hypertext has been created by examining word patterns to identify new links. The system also tries to create alternative outlines (or 'views') of the hypertext structure.

The first-order hypertext was found to be more popular with users than the second-order hypertext. This is probably because the first-order hypertext has the basic structure of a textbook, which is relatively familiar with users. The quality of the second-order hypertext links is dependent on the computer's ability to generate links that are relevant, a task that probably needs more advanced AI techniques than those Rada uses. The conversion process here is less ambitious than, say, HEFTI, which tries to be a general text to hypertext conversion system. Rada's system relies heavily on knowledge of the format of textbooks and so it is unlikely to be equally successful at converting other kinds of documents into hypertext.

Many of the studies of hypermedia usability have focussed on areas such as the ability of users to find information easily, to recall facts, or to comprehend material stored in systems. However, Waterworth (1992:159-173) has carried out an empirical study to assess what users think of the quality of links between text nodes. In two different experiments, Waterworth tried to assess the quality of automatically generated links compared with links created by a human author. If automatic linking was acceptable then it should rate as highly as manual linking. As a control condition, random links were added. The results from the first experiment were rather unexpected. The automatically generated links were rated more highly than the manually generated links for both 'ease of use' and 'usefulness'. For ease of use, the results were highly significant, and for 'usefulness', the results were also found to be significant. Later statistical tests revealed that manual linking was significantly worse than both random and automatic linking, and that automatic linking and random linking were statistically not different from each other in terms of rated ease of use. In the second experiment, manual links were clearly preferred by the users but, again, no significant difference was found between random and automatic linking.

Interpreting these results combined is not too easy, and Waterworth, bravely, after finding little wrong with the experimental methods, suggests that "we would be forced to conclude from both sets of results that we may as well use random linking, since this is rapidly and easily achieved"! It is difficult to find any faults in his experiment that would suggest why the results were so unexpected, but nevertheless it is unlikely that random linking is as successful as these results would indicate, so the results of this experiment should be treated with some caution.

Although further research into more powerful AI methods for converting text to hypertext is clearly necessary, the results so far are promising. The tools reviewed here do work quite well. Advances in natural language processing technology should improve the capabilities of such tools so that they can become practical to use for the complete automation of the process of linking together documents in dynamic hypertext systems. If Ted Nelson's dream of putting all the world's literature into a gigantic hypertext system (Nelson, 1988) is to ever become reality then some very powerful text to hypertext tools will be necessary.

2.5 Structured Application Design Methods

It is not always desirable for information to be structured by a computer. It is more likely that an application, such as an advanced hypermedia (rather than hypertext) electronic book or computer-aided training application, will need to be designed and authored 'by hand', using methodologies and tools available.

Unfortunately there are few methodologies available for designing hypermedia applications. Systems such as g-IBIS (Conklin & Begeman, 1988) are system rather than application oriented models. The Dexter model referred to by Hardman et al. (1993), is a standard for comparing the static structures and abilities of different static hypertext systems (Garzotto et al., 1993) and so is not suitable for application design purposes. The Trellis model (Stotts et al., 1989) is basically a model of the 'behaviour' of hypertext where networks are modelled as Petri nets, and is not, therefore, suitable for designing an application such as a hypermedia book.

There are a number of informal guidelines as to how to build applications, such as those provided by Apple (1989), Hardman and Sharratt (1989) and Waterworth (1992:31-71). However, these only provide guidance rather than a structured design methodology. Also these guidelines tend to be biased towards human-computer interface issues and to the design of browsing facilities, which will be discussed later in this review. Often the hypermedia system used defines the underlying structure. Both HyperCard and Guide (a hypertext system from OWL Ltd.) make use of linear structures to clarify the organisation of hyperdocuments. KMS (Akscyn et al., 1988) encourages the use of top-down design by forcing a hierarchic structure (although referential links that cross the hierarchy are permitted so that a complex network of nodes is still possible).

Jonassen (1989 and 1993) proposes that knowledge acquisition methods from the field of AI should be applied to produce a semantic network of concepts that can serve as a blue-print for a hypermedia network. This idea is interesting but it is difficult to see how it can be applied as a general method for designing hyperdocuments. Jonassen is interested in designing systems for teaching purposes, and so is interested in systems where concepts are associated in such a manner as to facilitate learning.

The most interesting, general purpose, model-based approach to hypermedia application design is HDM (Hypertext Design Model Garzotto et al., 1993). The authors claim that it can be used as both a modelling and an implementation device (using specially developed tools). For this project, its use as a modelling device is of interest, since the software tools are not generally available. Since the model is system independent, it can be used to simplify the conversion of applications from one environment to another (for example, from Claris' HyperCard to Xerox's NoteCards system). Another advantage that the authors claim is that it makes organising team projects easier, in that it makes it easier to split the application into tasks that can be carried out by different members of a team.

The general philosophy behind HDM is that there are two kinds of authoring, called 'authoring-in-the-large' and 'authoring-in-the-small.' Authoring-in-the-small is the implementation part of the authoring process (which is dependent on the development environment and tools used), whereas authoring-in-the-large is concerned with descriptions of overall classes of information elements and navigational structures for complex applications, without much concern for the implementation details. Weight is laid on the fact that the model is system independent.

As a modelling device, HDM supports the definition of high-level specifications. One interesting feature is that an author can define 'perspectives', which allow for alternative presentation of information. This can be useful, for example, if a system is to be bilingual or if it is desirable to be able to switch between textual and graphical representations of the same information. There is some resemblance to the Entity-Relationship models that are often used for designing databases, but there are a number of significant differences. In an E-R diagram, links between entities are shown for representational reasons, but in HDM, links are used to define navigational paths and 'entities' also have complex internal structures with organisational links.

2.6 The User Interface

When designing hypermedia, the author should always take into consideration the needs of the user, so that the task of accessing the information that the author is making available is made as intuitive as possible. The user should receive the message in the information without more cognitive effort than necessary. A small number of methodologies for designing hypermedia structures have been proposed and a couple have been reviewed above. However a major part of the effort that goes into the design process should be focussed on the design of the user interface. Authors from the field of cognitive science in particular are keen on the idea of user-centred hypermedia design. In order to design a hypermedia application, the designer should consider the way in which the information will be visualised by the user, and how the user should interact with the information in order to help to decide how the information should be structured.

Guidelines and principles from the field of human-computer interaction can be applied to hypermedia in order to improve the interface and overall usability of the medium. Research into the use of metaphor in the design of hypermedia is a topic that is particularly interesting as is research into new ways of visualising and interacting with information.

In sections 2.7 and 2.8, usability, navigation, and browsing will be discussed in detail, but in this section the focus will be on topics from the field of human-computer interaction (HCI) that can be applied to hypermedia rather than techniques that are specific to hypermedia.

2.6.1 HCI Design Principles and Guidelines

There are three major fields that are significant to hypermedia, and research into design methods in each field has been applied to hypermedia too. Apple's guidelines for designing HyperCard stacks (1989) are an example of HCI principles and guidelines being applied to hypermedia. Jonassen's (1989) semantic network based design methodology applies methods from the fields of AI and cognitive science, and Garzotto et al.'s (1993) HDM is related to design methodologies from the field of information retrieval. Although HCI design principles and guidelines are relatively informal, they should play a part in the design process irrespective of which design method (or combination of methods) is used. Hypermedia systems must be intuitive to use because they provides an almost direct interface to information. HCI design guidelines are therefore very important because they can be used to enhance the usability of hypermedia systems (Waterworth, 1992:79).

Hardman and Sharratt (1989) carry out a comprehensive analysis of HCI design principles and guidelines in order to identify those that are relevant to the field of hypermedia. The results of the analysis are sound and can be used both when designing the hypermedia application and afterwards as a checklist to review the result. However, Hardman and Sharratt stress that the principles and guidelines that they present apply to hypermedia that is not being continuously updated. This is a limitation if the results are to be applied to large systems where documents are continuously being added, moved, and removed, but the results can be applied usefully to an application such as the hypermedia book that has been produced as part of this project, since the contents of the book will not change while the application is running.

The five design principles given are "consistency" (in presentation and navigation), "mental processing" (that the mental load on the user should be minimised), "ease of learning how to use" (to find a balance between being easy for a beginner to use without restraining an experienced user), "flexibility" (that a hypermedia system should be able to adapt to the needs of the user), and "task compatibility" (that user's expectations and requirements are foreseen and met). These are useful general principles.

Sixteen guidelines are given by Hardman and Sharratt, which are classified as "user action guidelines", "information display guidelines", "dialogue design guidelines" and "on-line assistance". These cover the layout and presentation of information and also address navigation and the ways users combine or compare information from different parts of the hypertext. They cover mainly practical aspects of the interface, such as minimising cursor movement, effective use of graphics, highlighting of information, and so on.

Thomas and Norman (1989) criticise current hypermedia systems for lack of feedback. If a user clicks on what is perceived to be an anchor and nothing obvious happens then the user will probably ignore it. This would be unfortunate if it was indeed an anchor and that the user clicked just outside the active area, or if the anchor caused something to happen in the background (such as start a clock). What seems like a simple interface may not be easy to use because of a lack of "conversational competence". The user should be 'told' that an attempt to do something has failed or that something is actually being done. NCSA's WWW browser, Mosaic, has an animated icon that shows that the browser is retrieving information. If a large file is being downloaded from across the world then the browser might otherwise have appeared to be doing nothing for several minutes. The user needs to know that something is actually happening so that the process is not unintentionally aborted. Thomas and Norman aim their criticism mainly at authors of HyperCard stacks, but it is interesting to note that Apple (1989:99) advise authors that users need feedback to reassure them they have interacted with the interface.

Waterworth (1992:57) warns that although the use of guidelines is generally positive, there is a danger of constraining the system if excessive reliance is placed on standardisation but Hardman and Sharratt's guidelines are sufficiently general and flexible that they allow the HCI designer to be creative. They state commonly accepted HCI guidelines rather than provide a strict prescription of how an interface should be. However, different applications perform different functions and require interfaces that are suitable to their purpose, so it is important for the designer to decide which guidelines can be applied appropriately. In the field of HCI, the trend is currently moving away from general principles towards layout style guides, which ensure consistency of 'look and feel' but can also be restrictive (Waterworth, 1992:59).

2.6.2 Graphic Design

HCI principles and guidelines are useful, but for designing the visual style and presentation of the information, texts on graphic design can prove to be invaluable sources of inspiration and advice. The visual form serves as a framework for communicating 'the message' on which the functionality of the interface can be built, so it is important that it should be chosen to suit the information that is to be communicated.

Laing et al. (1984:9) define graphic design as

"the translation of ideas and concepts into some sort of structural order and visual form. It is the art of books and magazines, advertising, packaging and propaganda."

Graphic design is particularly important in the context of hypermedia systems because it affects users' attitude towards a system:

"The way in which information is presented, and the circumstances in which it is presented, are extremely important. If the context or the surroundings are unfamiliar, the results can be obscure, misleading or comical" (Laing et al., 1984:17).

The designer needs to ask what is to be achieved, who the information is aimed at, what the message is, and how it is to be conveyed. Rough sketches are useful to determine what is important in a message and where the visual emphasis should be focussed. Sketches can be done on paper or on a computer. Using a computer is probably preferable as it is easier to experiment with how text and graphics are positioned, how scale and colour can be applied, and how making alterations can affect the the overall message.

The choice of typeface is crucial. Serif typefaces, such as Times, are more comfortable to read as the serifs assist the eye in following the letters in the text. Sans serif typefaces are very '20th Century' and may look too clinical for some applications. Decorative typefaces should not be used for large blocks of text but can be effective for titles. Script typefaces are often used to convey an air of importance or quality, and can also be used to emulate handwriting. Although script typefaces are attractive, they should not be used for more than a few lines of text as they are tiring to read. It is important that the chosen typeface is both appropriate and legible. If a handwritten letter is to be reproduced on a computer screen, it might be tempting to use a script typeface, but if the letter is more than a few lines long, it will be tedious to read.

The designer must also consider the size, weight, and colour of the text. Many lines of large text in a relatively small area can look clumsy and lots of small text is difficult to read. If the text is to convey urgency, or a warning, then making it red and bold might be appropriate to give the right kind of impact. The position and orientation of the text on the working surface is also important.

Rules and border can be used to good effect, but should be used sparingly. Laing et al. (1984:55) recommend that rules be used to:

  1. Separate categories of information.
  2. Draw attention to information.
  3. Link information.
  4. As decoration.

They also recommend that if a rule is to appear in a text, then it should preferably be the same length as the line width of the text.

Borders can also be used to good effect, particularly if a traditional or nostalgic air is required, but should, like rulers, be used sparingly.

Pictures are important as they can be used to evoke recognition and reaction as well as to illustrate. Laing et al. (1984:56-59) suggest that the function of a picture can be:

  1. To explain instructions.
  2. To attract attention.
  3. To explain concepts.
  4. To inform the reader of the appearance of a place, person, or event.
  5. To illustrate statistical information.

Pictures can also be used to break up text in order to provide relief to the reader from continuous reading. Photographs can be cropped to remove unnecessary information, and should be checked to make sure that they convey the right mood and expression (by looking at clothes, facial expressions, age, etc.).

The colour of a background can be used to express different moods. White is neutral, greys and blues are usually cool, and creams and pinks are warm. It can often be useful to make a checklist of the qualities that are required which can be referred to when considering whether changes can be made to better fulfil the requirements.

Designing symbols or icons can be one of the most difficult tasks. Apple's 'HyperCard Stack Design Guidelines' (1989) provides a number of recommended symbols that can be used as anchors in hypermedia applications. It is better to use symbols that are well established (and therefore easily recognised and understood by users) than to attempt to design new ones. Should it be necessary to design a completely new symbol then it is important to remember that the simplest ideas are best. Laing et al. (1984:71) recommend that the designer writes down all of the words that he or she can think of related to a subject (or a function) and then take each word and try to make a simple picture from it. Sometimes elements can be combined to produce a good symbolic representation.

Texts written primarily for animators and film makers can also be a useful source of ideas for designing the time-based dimension of a hypermedia system. Storyboards can be used to design animations and for planning digitised videos, and sound effects can be used to create atmosphere as well as provide feedback.

2.6.3 Use of Metaphor

An interesting topic that is discussed by many hypermedia researchers, is the use of metaphor in the design of hypermedia systems. Metaphor can make systems easier to use and understand by mapping the conceptual model of a system to concepts that users are familiar with from the real world. The use of metaphor can help users to understand how a system works and may be particularly useful for novice or occasional users. Apple (1989:177) and Waterworth (1992:88-112) believe that metaphor should be used where appropriate but warn against the use of metaphor where its use may be counterproductive. HyperCard is based on the metaphor of a stack of cards, but the author of a HyperCard stack is not obliged to adhere to that metaphor. Apple comment that metaphors tend to help users to understand how to use a stack, but that it is better not to use a metaphor than to use an inappropriate one.

Multiple metaphors are recommended by Waterworth if it is likely to be necessary to present different views of an information structure, using devices such as indices (book metaphor) and maps (travel metaphor). The metaphors chosen should match the system as closely as possible, but this can be restrictive and so Waterworth recommends the use of 'magic' features to provide extra flexibility. A magic feature is one that deviates from a real-world metaphor by giving the user extra powers and thus improving on the metaphor. For example, in a system that builds on a travel metaphor, a user might also be offered a time-travel option. If applied carefully, magic features will not cause confusion but will be understood and accepted by users.

Future systems will need a "sophisticated open-ended conceptual model" to support their features and "metaphorical elements are likely to contribute significantly" to that model (Waterworth, 1992:94). Later, however, he appears to almost contradict himself when he suggests that there may be advantages in having a non-metaphorical model at the overall conceptual level, but with a mix of metaphorical and magical features incorporated where appropriate. Waterworth believes quite strongly, on the whole, that the use of metaphor is necessary for hypermedia applications because of the difficulty that users have creating mental models of hypermedia structures. They need metaphors to help them navigate.

Nielsen (1990:300) does not agree with this viewpoint and states that there is empirical evidence that users behave differently when reading hypertext than when reading printed text. In particular, he criticises overemphasis on the book metaphor and notes that experienced hypertext users leave their "book habits" behind. His main criticism is that the book metaphor often limits the potential of hypertext and non-linear navigation. Preece (1993a) also comments on the use of metaphors, saying that they must, by definition, provide imperfect mappings to their target domains.

The majority of researchers, and in particular those with backgrounds in cognitive science, support the use of metaphor. Baird and Percival (1988:68-69) quote other works that show that the book metaphor, and the travel metaphor are particularly appropriate for presenting hypertext information. Dillon et al. (1993:171) comment that even those who dislike the use of metaphor use a travel metaphor when they write about hypermedia as a 'space' through which users 'navigate'. Allinson and Hammond (1988:53-63) use a travel holiday metaphor for their 'learning support environment', with guided tours, and found that the system is popular with users, who consider it to be easy use. They include features that are not part of the travel metaphor, such as quizzes, where the user can choose to be taken to the part of the system where the answer to a question can be found. This is an attempt to avoid being restricted by the travel metaphor.

Although those that support the use of metaphors recommend that they should not restrict systems but enhance them, there are others who believe that metaphors should be used to restrict systems, believing that this will make them easier to use. This is particularly true of those who believe that the book metaphor is perfect for hypertext information. Benest (1989) and Catenazzi et al. (1992) deliberately enforce the book metaphor quite rigidly because they believe that electronic information should be presented in a way that is familiar to users. Benest attacks the "new medium demands new methods" approaches as being more disruptive and less visually appealing. Users value the book metaphor (Rada, 1992) and it is probably the most appropriate metaphor for presenting linear books that have been converted to hypertext, if the hypertext version of the book only makes limited use of the new medium. However, it is difficult to see how the book metaphor can be the only appropriate metaphor for presenting hypertext information.

The Hyper-G system (Kappe et al., 1993) totally separates the 'hypermedia engine' from the user interface, so that any presentation metaphor can be implemented on top of the structure realised by the hypermedia engine. Kappe et al. hope that this will allow the system to be used to experiment with different presentation metaphors.

Benest (1989), Catenazzi et al. (1992), Waterworth (1992), Allinson and Hammond (1988), Baird and Percival (1988), and others believe that metaphors are necessary to help new and occasional users to understand hypermedia systems, but if, as Nielsen (1990) claims, experienced users leave behind their old ideas and adapt to the new medium, what is the point of adapting hypermedia to fit old concepts? Finding a 'metaphor' that describes the hypermedia medium in its own right would be a major step forward. If everyone were familiar with the hypermedia 'metaphor' then using restrictive analogies would no longer be necessary.

2.6.4 Future Developments

Research into techniques for visualising information is directly relevant to the field of hypermedia because breakthroughs in that area will affect the ways in which people interact with information stored in hypermedia structures. Conklin (1987), in his survey of hypertext, concentrates on hypertext rather than hypermedia, but concludes that hypermedia will result in making displays more active and realistic, making the visualisation of the data richer and more detailed and user input more natural and direct. Conklin writes that hypertext is just a crude beginning. Hypermedia goes a step further by offering graphics, video, animation, sound and other media, but the quest for the ultimate interface is not over yet.

Conklin describes William Gibson's 'Cyberspace', as described in the novel 'Neuromancer' (1984), as the ultimate hypermedia system. Gibson's Cyberspace is a virtual reality in which users are totally immersed in the system to the extent that they literally connect their brains up to the computer and perceive information directly. Hypermedia is ultimately about communication and thought, of manipulating ideas and relationships.

With a 'grand opening' in February 1994, Brown University, in the United States, set up a text-based virtual world for real-time networked reading, writing and annotation of a fictional hypertext called 'Hypertext Hotel' (Meyer, 1994). The system is intended for the teaching of hypertext writing to students, for research into collaborative writing, and for experimenting with hypertext publication of research journals. The users of the system can create new nodes (rooms in the hotel) and link them to other rooms. Although there are no graphics, this is a system in which the user becomes immersed in a textual cyberspace and can communicate with other real people who are also in that space.

Having given a science fiction view of the ultimate hypermedia system and having given an example of a text-based hypertext system in which the user can become mentally immersed, it is worth pointing out that research into virtual reality (VR) systems is beginning to produce results that can be applied to hypermedia systems. Two of the major limitation are the raw computer power necessary and the cost of adequate computer hardware, but those limitations will be eroded with time. However, navigating a graphically rendered virtual world may not be suitable for all kinds of interaction with information. Waterworth (1992:184) points out that VR technology is highly suitable for practical skills but not so well suited to more abstract topics.

VR and 3D modelling techniques are being used to attempt to create new navigational models of hypermedia structures. Dillon et al. (1993) refer to a navigational technique offered by Lai and Manber (1991) which allows the user to 'fly' through hypertext. They suggest that this should be used as an additional tool rather than as a replacement for other navigational methods.

Hypermedia is a multi-dimensional medium and using two or even one dimensional metaphors to navigate through complex information structures may be too limiting.

2.7 Navigation and Browsing

The raison d'être of hypermedia is to provide a mechanism for storing and rapidly retrieving information in an intuitive, non-sequential, manner. Almost all of the decisions that need to be made by an author of a hypermedia application are made with the intention of making navigation of the information stored in the system easy.

Monk (1989) distinguishes between directed and exploratory navigation. In the first case the user tries to reach a know location to retrieve information and in the second case the user does not know where the information is and looks for it by exploring the information space. Addressing the problem that different researchers are using the terms differently, McAleese (1988) offers definitions of 'navigating' and 'browsing' for clarification. He defines navigating as going to a location using an overview representation of nodes and links provided by a browser, and browsing as going to a location using the links between individual nodes in a hyperdocument. Browsing is also defined as "an active information seeking activity". What differentiates these definitions is that McAleese is describing the method while Monk is describing the mode of navigation.

A study of the ways in which database users approach navigation carried out by Canter et al. (1985:100) reveals that five strategies are used:

Supporting these strategies in the user interface of a hypermedia system may improve its usability. McAleese (1988) suggests that each of these strategies, except the last one, are relevant to research into making navigation in hypermedia information structures easier.

In addition to navigating or browsing to find information, Marchionini and Shneiderman (1988:78) suggest that providing a search facility, to look for a particular word or phrase in a hyperdocument, can improve the user's ability to locate information. They warn. however, that such facilities can cause additional cognitive load for the user, and substantial processing on the part of the computer which must search the network. Clearly, in a large network, the search needs to be limited in some way. For small applications where the contents of the system change little, such as an electronic book with linearly arranged nodes, search features can be useful although deciding what kinds of query should be allowed may be difficult (Landauer et al.,1993).

Both the structure of a hyperdocument and the facilities provided by a hypermedia system for browsing must be designed to enhance the user's ability to locate information.

2.7.1 Navigational Aids

A hypermedia information structure can often be very complex and so various techniques are commonly used to make it easier for users to find their way around the information. Facilities can be provided that give an outline (or view) of the hyperdocument that can help users to build a cognitive representation of of the information space. A number of techniques are also known that can be used to help users to orientate themselves when using links to traverse from node to node through a hyperdocument. An author's choice of navigation system will depend on the structure chosen for the hypermedia information (Wright and Lickorish, 1989).

The basic mode of navigation in a hyperdocument is via links, from node to node, often moving through a hierarchical or linear structure to locate information. Nielsen (1990) makes many recommendations in his paper on navigation, which is one of the most comprehensive papers in the field on the subject. He recommends that animation should be used where appropriate to emphasise where the user is going. In an electronic book, for example, where the user is often traversing in a linear fashion, the pages can be animated to flip in the direction of movement.

Nielsen also stresses that users should be aware of their present location, and that the use of dramatically different graphic designs for different parts of a hyperdocument can help them to recognise where they are. However, in a large system it is unlikely to be possible to produce many different graphical designs, especially if it contains documents that are linked dynamically, but variations in fonts, background colours, and text colours can have a similar effect. However, a study carried out by Simpson and McKnight (1989) found that typographic cues had no influence on navigation. That result is not what would be expected, but may have arisen because the subjects were not experienced users of the system that they used. It is likely that typographical cues will be useful for those who have used a system long enough to recognise them. Preece (1993a:143-144) recommends the use of landmarks which the users will recognise and use to remember the relative location of nodes. In an electronic book, it might be useful to have pictures intermingled with the text. Users might then remember more easily the location of pages within the book relative to pages with pictures than if every page looked the same, improving overall navigation by the users.

Homogeneity in hypermedia is also important. Nielsen stresses that the use of graphical cues, such as the provision of landmarks, and the use of colour and fonts, must be consistent, otherwise users might become confused. If the main text of an electronic book is presented as an open book with two pages shown at once, then it should not suddenly change to show just one page in the next section or chapter.

Another technique that Nielsen discusses is 'time-stamping'. Users might find it easier to orientate themselves and perceive the importance of a node if they can see when it was last visited a node. In a large, multi-user system, it might also be useful for users to be able to see when someone else last visited a node, or when it was last updated.

'Footprints' are a more commonly used device than time-stamping but serve a similar purpose. Colour or special icons can be used to emphasise which anchors a user has activated before, or to indicate that a node has been visited previously, so that the user does not visit the same place more often than necessary. NCSA Mosaic has an option that users can select where it changes the colour of anchors that link to nodes that have been visited previously. This kind of feature is particularly useful for navigating large information spaces, especially where the user is likely to want to explore to locate information.

Nielsen also recommends the provision of a feature that allow users to trace their way back to a previously visited node. A history facility that shows recently visited nodes can be useful to speed up backtracking by allowing users to jump directly back to a particular node rather than trace backwards node by node. HyperCard has a built-in mechanism for this and an example is shown in Figure 2.5. A user can click on any thumb-nail view of a card shown to go directly to the corresponding card. Unfortunately HyperCard shows views of reduced black and white cards, so it is often difficult to distinguish between cards that are similar in appearance.

Figure 2.5. A history of the most recently visited cards in a HyperCard session.

Another commonly used technique for providing a history facility is to provide the user with a list of the names of the most recently visited nodes from which the user can select a node to jump back to. The disadvantage of this is that the user has to remember what the nodes are called, which may be more difficult than remembering what they looked like, if the nodes have varied graphical designs. If the nodes all look very similar when reduced to thumb-nail size then a list of the names of recently visited nodes would be a more suitable history facility. This technique is used by NCSA's Mosaic browser. If the system is entirely text-based then this technique is probably the only one suitable.

Edwards and Hardman (1988) found that the subjects of their study of navigational aids appeared to attempt to create cognitive representations of hypermedia structures in the form of survey-type maps. Mixed-structure hypermedia can therefore create difficulties for users if the navigational devices provided do not help them to understand the structure.

Since users apparently try to create cognitive maps of hyperdocuments, an overview map should be of assistance. Dillon et al. (1993) comment that maps show users what the overall information space is like, how it is linked together, and how they can move from one node to another. Maps can also be used to provide users with short-cuts, so that clicking on an icon representing a particular node in a map will take them to that node directly. This kind of feature can be very useful. Nielsen (1990) recommends that maps should be structured, so that users can have a more satisfactory view of a hyperdocument. Structured maps attempt to shield users from the full complexity of a hyperdocument by showing only the areas that are relevant to the current context. At one level, one could have a top-level overview of the hyperdocument (or collection of hyperdocuments), while at another level, one could have an overview map relevant to the user's present location. Nielsen adds that two levels would be insufficient in a large system and that navigating between the maps could become as complex as navigating through the actual hypermedia that they represent. It is probably useful to only show organisational links if the inclusion of referential links would make the view too complicated to be useful.

Hyper-G (Kappe et al., 1993) uses collections of related nodes called 'clusters' (a cluster is a hyperdocument in the terminology used in this report). Each node in the Hyper-G information space belongs to a cluster and so, although the amount of information in the system may be enormous, a graphical overview of a user's position can be produced by showing how the current cluster is related to others and how the nodes within a cluster are related. In this way a restricted view of the system can be presented to the user. Although clusters make it easier for an overview map to be produced at all, the problem of navigating between levels of maps remains unsolved, as the maps can clearly be complex structures in their own right.

Indices and tables of contents can also be useful and there have been a number of studies into their use. Simpson and McKnight (1989) found that the user's structural knowledge is more accurate and navigation more efficient if hierarchically arranged contents lists are used rather than alphabetical ones. From this result, one can draw the conclusion that the structure of overview diagrams such as indices, contents pages, and maps should reflect the navigational needs of the user. Another study, by Wright and Lickorish (1989), found that for book-like hypertext the use of an index was preferred for navigation, whereas in a hierarchically arranged hypertext, users preferred to use links to navigate directly between nodes, utilising the hypertext's structure directly.

Both Edwards and Hardman (1988) and Wright and Lickorish (1989) suggest that it is probably helpful to offer users different kinds of overview presentations to help them to develop a cognitive map of the information structure. Edwards and Hardman make an interesting point, though, when they suggest that a user should be allowed to develop a cognitive map using one representation of the information structure before being given the opportunity to navigate through the same information in another manner. The author of a hypermedia application should be careful not to confuse the user by providing too many navigational devices that are not mutually supportive.

Navigational aids can be very useful if created with the user's requirements in mind. They should present appropriate views of the information that support rather than distort the cognitive representation that the user tries to construct of the information space. The techniques that are available now will undoubtedly be improved on when new ways of visualising and navigating n-dimensional information spaces have been found. The techniques described here are useful (especially for small applications where the information space is a manageable size) but none of them produce entirely satisfactory solutions for navigating through large complex hypermedia structures.

2.8 Hypermedia Usability

The problem of hypermedia usability is well documented in the literature as it is a concern at all stages of hypermedia development. Conklin (1987) focuses his attention on 'disorientation' and 'cognitive overhead', which are probably the two most challenging problems and, as Conklin points out, the two that may ultimately limit the medium's usefulness if users prove incapable of adapting to the associative form of literacy that hypermedia encourages and supports. Both problems have been addressed by a number of studies. 'Disorientation' refers to the tendency for users of hypermedia to lose their sense of direction and location in a hyperdocument, whereas 'cognitive load' refers to the user's ability to cope with a potentially enormous amount of linked information.

Edwards and Hardman (1988) define being lost in a hyperdocument as:

They also define good navigational skills as:

Research into hypermedia usability has attempted to address these problems. In some cases solutions have been offered and a number of techniques have been discussed in the previous section on navigational aids. Nielsen (1990) is a particularly good source of information regarding navigation in hypermedia. In a study with Lyngbæk (1989), he found that of two populations (a group of adult professionals and a group of kindergarten children), 56% of users of the two systems that they tested, agreed fully or partially with the statement "I was often confused about where I was". Unless Nielsen's hypermedia applications were particularly poorly designed, this would indicate that the problem of user disorientation is significant. Waterworth and Chignell (1989:207) criticise this study, however, for being too artificial. They refer to the fact that this study was not performed on regular users of hypermedia. The subjects had no prior experience of the systems used. This is a valid criticism, but the result is important nevertheless because this is one of the few empirical studies into hypermedia usability that have been carried out.

Another interesting study, and one which is of particular relevance to the application developed as part of this project, is a comparison of linear text and hypertext for information retrieval by McKnight et al. (1989). They found that subjects reading hypertext spent considerably more time viewing the index and contents list than did subjects reading linear text. Subjects had to answer questions on the contents of the two texts and it was found that those who read the linear text answered more accurately, although there was no difference in the time needed to complete the task between readers of the two texts. It seems strange that the subjects spent more time scanning through the index and contents list than they did using links to find information. This might suggest that the provision of good navigational aids, such as indices, will improve the ability of users to locate information in hyperdocuments. Alternatively, it might suggest that the provision of some navigational aids might distract the user from using the links in the hyperdocument, when following links might in fact direct the user more quickly to the information that is required.

The additional mental load commonly experienced by users of hypermedia is frequently a result of concentrating on following a trail through a network. The user may want to explore an idea and then return to a known location and this means that the user must remember how to get back to that location, as well as try to come to terms with potentially large amounts of associated information in the system. In addition to that, the user may be presented with many choices each time a new node is reached. The dilemma of having to decide which links should be followed and which should be ignored, and which deviations are worth exploring, is called 'informational myopia' by Conklin (1987:40).

Stark (1989) studied the way in which the use of pop-up and replacement windows can affect a user's cognitive load. The studies suggest that replacement windows create an extra memory demand compared with new pop-up windows. Stark found that people using pop-up windows commented more on the layout of information in a window rather than the interface. Wright (1993:148) suggests that the difference may be that a pop-up window does not represent a jump but is rather the creation of a subgoal. This would suggest that where a user is likely to want to deviate from a path, which may later be returned to, a pop-up window may be more comfortable mentally for the user. This issue is one that should be considered when designing the browsing facilities for a hypermedia system. If a user is reading the text of an electronic book and wants to go to a reference or a photograph, then the cognitive load of the user might be reduced significantly by having the photograph or reference appear in its own window rather than replacing the text that the user was reading and to which the user will probably want to return.

The problem of getting to known locations in hyperdocuments has been addressed by Monk (1989) who suggests that a personal browser would assist the user in getting to a location that has been visited previously and is known to be a good source of information or a good starting point for browsing. NCSA's Mosaic has a 'hot list' to which users can add interesting nodes that they visit. This list can be saved at the end of a session, so the user can to go directly back to those locations another time. This is extremely useful for getting to a frequently used locations quickly. Although Monk does not address distributed hypermedia systems directly, it is arguably vital that a browser for a large system can be customised in this manner because it might otherwise take a long time for a user to navigate, link by link, to some known locations.

More research into the usability of hypermedia, to improve the ease of use and efficiency of information retrieval, is clearly necessary. This is particularly important in the area of distributed hypermedia where the information structures can be enormous and the user needs to be protected from being overwhelmed by the volume of information available. For relatively small applications, the techniques described earlier in this chapter can often produce very satisfactory applications. To a certain extent much of the usability problem can be viewed as the result of users not having enough experience of thinking in an associative manner when reading. It is possible that the perceived problem of usability may eventually be seen as a far less significant problem than it is today when users have had more experience of reading hypertexts.

2.9 Summary

This report has introduced hypermedia theory, principles, methods and techniques.

The chapter began with an examination of the basic components of hypermedia, looking at both research and theory. The issues regarding nodes and links and how they can be appropriately structured as hypermedia networks have been examined. The notion of dynamic and static linking has been introduced and the benefits of dynamic linking have been discussed along with the additional problems relevant to large dynamic hypermedia systems.

Different ways of structuring hypermedia information and methods and guidelines for designing hypermedia applications have been reviewed. The current state of the art in methods and tools for automating the conversion of sequential text to hypertext has been surveyed.

Issues relevant to the user interface, navigation and the overall usability of hypermedia have been discussed in detail, and a number of studies have been reviewed that aim to improve our understanding of how to make hypermedia an intuitive medium to use.

Research into issues such as versioning and support for collaborative work has not been discussed, although these are important issues for certain applications of hypermedia systems.


Glossary of Frequently Used Terms

anchor
A highlighted part of a node, associated with a link.
bidirectional links
A link that can be traversed in both directions.
browser
A program that allows a user to view the contents of nodes and to navigate from one node to another.
document
Sometimes used as an alternative term for node (sometimes used by others to mean a hyperdocument).
dynamic link
A link that is created in a context-sensitive fashion.
hyperdocument
A collection of related nodes linked internally with links.Hyperdocuments are largely self-contained but may contain links to information in nodes in other hyperdocuments.
hypermedia
Multimedia hypertext. Nodes can contain graphics, video, sound or other media. Sometimes called hypertext even though nodes do not necessarily contain text.
hypertext
Text that is not constrained to be linear.
link
A relationship between two anchors, which usually connect a node to another node. May be stored within a node or in a link database.
monodirectional links
A link that can only be traversed in one direction.
monomedia
Data which is all of the same type.
multimedia
Data which contains different media types such as text, sound, images, graphics, animation, video, etc.
node
A monomedia object that can be retrieved and viewed as a single object using a browser.
referential link
A link from a node that usually refers to a piece of information in another node without being constrained by the underlying structure of the hyperdocument.
organisational link
A link that is used to define the underlying structure of a hyperdocument. Sometimes called a structural link.
static link
A link that is explicitly defined by the author.
structural link
Another term for organisational link.

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Created by: Michael Louka (Michael.Louka@of.enitel.no)
Last Modified: 5 July 2000 (new e-mail address)