Examining the design of interactive articles by synthesizing theory from disciplines such as education, journalism, and visualization.
Computing has changed how people communicate. The transmission of news, messages, and ideas is instant. Anyone’s voice can be heard. In fact, access to digital communication technologies such as the Internet is so fundamental to daily life that their disruption by government is condemned by the United Nations Human Rights Council
Parallel to the development of the internet, researchers like Alan Kay and Douglas Engelbart worked to build technology that would empower individuals and enhance cognition. Kay imagined the Dynabook
More recent designs (though still historical by personal computing standards) point to a future where computers are connected and assist people in decision-making and communicating using rich graphics and interactive user interfaces
In the spirit of previous computer-assisted cognition technologies, a new type of computational communication medium has emerged that leverages active reading techniques to make ideas more accessible to a broad range of people. These interactive articles build on a long history, from Plato
In this work, for the the first time, we connect the dots between interactive articles such as those featured in this journal and publications like The New York Times and the techniques, theories, and empirical evaluations put forth by academic researchers across the fields of education, human-computer interaction, information visualization, and digital journalism. We show how digital designers are operationalizing these ideas to create interactive articles that help boost learning and engagement for their readers compared to static alternatives.
Today there is a growing excitement around the use of interactive articles for communication since they offer unique capabilities to help people learn and engage with complex ideas that traditional media lacks. After describing the affordances of interactive articles, we provide critical reflections from our own experience with open-source, interactive publishing at scale. We conclude with discussing practical challenges and open research directions for authoring, designing, and publishing interactive articles.
This style of communication — and the platforms which support it — are still in their infancy. When choosing where to publish this work, we wanted the medium to reflect the message. Journals like Distill are not only pushing the boundaries of machine learning research but also offer a space to put forth new interfaces for dissemination. This work ties together the theory and practice of authoring and publishing interactive articles. It demonstrates the power that the medium has for providing new representations and interactions to make systems and ideas more accessible to broad audiences.
Interactive articles draw from and connect many types of media, from static text and images to movies and animations. But in contrast to these existing forms, they also leverage interaction techniques such as details-on demand, belief elicitation, play, and models and simulations to enhance communication.
While the space of possible designs is far too broad to be solved with one-size-fits-all guidelines, by connecting the techniques used in these articles back to underlying theories presented across disparate fields of research we provide a missing foundation for designers to use when considering the broad space of interactions that could be added to a born-digital article.
We draw from a corpus of over sixty interactive articles to highlight the breadth of techniques available and analyze how their authors took advantage of a digital medium to improve the reading experience along one or more dimensions, for example, by reducing the overall cognitive load, instilling positive affect, or improving information recall.
Because diverse communities create interactive content, this medium goes by many different names and has not yet settled on a standardized format nor definition.
Besides these groups, others such as academics, game developers, web developers, and designers blend editorial, design, and programming skills to create and publish explorable explanations
We focus on five unique affordances of interactive articles, listed below. In-line videos and example interactive graphics are presented alongside this discussion to demonstrate specific techniques.
As visual designers are well aware, and as journalism researchers have confirmed empirically
Animations can also be used to improve engagement
Passively, animation can be used to add drama to a graphic displaying important information, but which readers may otherwise find dry. Scientific data which is inherently time varying may be shown using an animation to connect viewers more closely with the original data, as compared to seeing an abstracted static view. For example, Ed Hawkins designed “Climate Spirals,” which shows the average global temperature change over time
Unit visualizations have also been used to evoke empathy in readers in other works covering grim topics such as gun deaths
Regarding the format of interactive articles, an ongoing debate within the data journalism community has been whether articles which utilize scroll-based graphics (scrollytelling) are more effective than those which use step-based graphics (slideshows). McKenna et al.
As text moves away from author-guided narratives towards more reader-driven ones
Interactive articles utilize an underlying computational infrastructure, allowing authors editorial control over the computational processes happening on a page. This access to computation allows interactive articles to engage readers in an experience they could not have with traditional media. For example, in “Drawing Dynamic Visualizations”, Victor demonstrates how an interactive visualization can allow readers to build an intuition about the behavior of a system, leading to a fundamentally different understanding of an underlying system compared to looking at a set of static equations
Complex systems often require extensive setup to allow for proper study: conducting scientific experiments, training machine learning models, modeling social phenomenon, digesting advanced mathematics, and researching recent political events, all require the configuration of sophisticated software packages before a user can interact with a system at all, even just to tweak a single parameter. This barrier to entry can deter people from engaging with complex topics, or explicitly prevent people who do not have the necessary resources, for example, computer hardware for intense machine learning tasks. Interactive articles drastically lower these barriers.
Science that utilizes physical and computational experiments requires systematically controlling and changing parameters to observe their effect on the modeled system. In research, dissemination is typically done through static documents, where various figures show and compare the effect of varying particular parameters. However, efforts have been made to leverage interactivity in academic publishing, summarized in
Beyond reporting statistics, interactive articles are extremely powerful when the studied systems can be modeled or simulated in real-time with interactive parameters without setup, e.g., in-browser sandboxes. Consider the example in 4 of a Boids simulation that models how birds flock together. Complex systems such as these have many different parameters that change the resulting simulation. These sandbox simulations allow readers to play with parameters to see their effect without worrying about technical overhead or other experimental consequences.
This is a standout design pattern within interactive articles, and many examples exist ranging in complexity. “How You Will Die” visually simulates the average life expectancy of different groups of people, where a reader can choose the gender, race, and age of a person
Interactive articles commonly communicate a single idea or concept using multiple representations. The same information represented in different forms can have different impact. For example, in mathematics often a single object has both an algebraic and a geometric representation. A clear example of this is the definition of a circle
The Multimedia Principle states that people learn better from words and pictures rather than words or pictures alone
Utilizing multiple representations allows a reader to see different abstractions of a single idea. Once these are familiar and known, an author can build interfaces from multiple representations and let readers interact with them simultaneously, ultimately leading to interactive experiences that demonstrate the power of computational communication mediums. Next, we discuss such experiences where interactive articles have transformed communication and learning by making live models and simulations of complex systems and phenomena accessible.
Asking a student to reflect on material that they are studying and explain it back to themselves — a learning technique called self-explanation — is known to have a positive impact on learning outcomes
While these prompts may take the form of text entry or other standard input widgets, one of the most prominent examples of this technique used in practice comes from The New York Times “You Draw It” visualizations
Prompting readers to remember previously presented material, for example through the use of quizzes, can be an effective way to improve their ability to recall it in the future
Content personalization — automatically modifying text and multimedia based on a reader’s individual features or input (e.g., demographics or location) — is a technique that has been shown to increase engagement and learning within readers
An interactive medium has the potential to offer readers an experience other than static, linear text. Non-linear stories, where a reader can choose their own path through the content, have the potential to provide a more personalized experience and focus on areas of user interest
Multiple studies have been conducted showing that learners perform better when information is segmented, whether it be only within an animation
Authors must calibrate the detail at which to discuss ideas and content to their readers expertise and interest to not overload them. When topics become multifaceted and complex, a balance must be struck between a high-level overview of a topic and its lower-level details. One interaction technique used to prevent a cognitive overload within a reader is “details-on-demand.”
Details-on-demand has become an ubiquitous design pattern. For example, modern operating systems offer to fetch dictionary definitions when a word is highlighted. When applied to visualization, this technique allows users to select parts of a dataset to be shown in more detail while maintaining a broad overview. This is particularly useful when a change of view is not required, so that users can inspect elements of interest on a point-by-point basis in the context of the whole
Details-on-demand is core to information visualization, and concludes the seminal Visual Information-Seeking Mantra: “Overview first, zoom and filter, then details-on-demand”
Details-on-demand is also used in illustrations, interactive textbooks, and museum exhibits, where highlighted segments of a figure can be selected to display additional information about the particular segment. For example, in “How does the eye work?” readers can select segments of an anatomical diagram of the human eye to learn more about specific regions, e.g., rods and cones
Formal mathematics, a historically static medium, can benefit from details-on-demand, for example, to elucidate a reader with intuition about a particular algebraic term, present a geometric interpretation of an equation, or to help a reader retain high-level context while digesting technical details.
While not as pervasive, text documents and other long-form textual mediums have also experimented with letting readers choose a variable level of detail to read. This idea was explored as early as the 1960s in StretchText, a hypertext feature that allows a reader to reveal a more descriptive or exhaustive explanation of something by expanding or contracting the content in place
Details-on-demand can also be used as a method for previewing content without committing to another interaction or change of view. For example, when hovering over a hyperlink on Wikipedia, a preview card is shown that can contain an image and brief description; this gives readers a quick preview of the topic without clicking through and loading a new page
If interactive articles provide clear benefits over other mediums for communicating complex ideas, then why aren’t they more prevalent?
Unfortunately, creating interactive articles today is difficult. Domain-specific diagrams, the main attraction of many interactive articles, must be individually designed and implemented, often from scratch. Interactions need to be intuitive and performant to achieve a nice reading experience. Needless to say, the text must also be well-written, and, ideally, seamlessly integrated with the graphics.
The act of creating a successful interactive article is closer to building a website than writing a blog post, often taking significantly more time and effort than a static article, or even an academic publication.
While there are some tools that help with alleviating this problem
To design an interactive article successfully requires a diverse set of editorial, design, and programming skills. While some individuals are able to author these articles on their own, many interactive articles are created by a collective team consisting of multiple members with specialized skills, for example, data analysts, scripters, editors, journalists, graphic designers, and typesetters, as outlined in
Publishing to the web brings its own challenges: while interactive articles are available to anyone with a browser, they are burdened by rapidly changing web technologies that could break interactive content after just a few years. For this reason, easy and accessible interactive article archival is important for authors to know their work can be confidently preserved indefinitely to support continued readership.
There are other non-technical limitations for publishing interactive articles. For example, in non-journalism domains, there is a mis-aligned incentive structure for authoring and publishing interactive content: why should a researcher spend time on an “extra” interactive exposition of their work when they could instead publish more papers, a metric by which their career depends on? While different groups of people seek to maximize their work’s impact, legitimizing interactive artifacts requires buy-in from a collective of communities.
Making interactive articles accessible to people with disabilities is an open challenge. The dynamic medium exacerbates this problem compared to traditional static writing, especially when articles combine multiple formats like audio, video, and text. Therefore, ensuring interactive articles are accessible to everyone will require alternative modes of presenting content (e.g. text-to-speech, video captioning, data physicalization, data sonification) and careful interaction design.
It is also important to remember that not everything needs to be interactive. Authors should consider the audience and context of their work when deciding if use of interactivity would be valuable. In the worst case, interactivity may be distracting to readers or the functionality may go unused, the author having wasted their time implementing it. However, even in a domain where the potential communication improvement is incremental,
We write this article not as media theorists, but as practitioners, researchers, and tool builders. While it has never been easier for writers to share their ideas online, current publishing tools largely support only static authoring and do not take full advantage of the fact that the web is a dynamic medium. We want that to change, and we are not alone. Others from the explorable explanations community have identified design patterns that help share complex ideas through play
To explore these ideas further, two of this work’s authors created The Parametric Press: an annually published digital magazine that showcases the expository power that interactive dynamic media can have when effectively combined
We see The Parametric Press as a crucial connection between the often distinct worlds of research and practice. The project serves as a platform through which to operationalize the theories put forth by education, journalism, and HCI researchers. Tools like Idyll which are designed in a research setting need to be validated and tested to ensure that they are of practical use; The Parametric Press facilitates this by allowing us to study its use in a real-world setting, by authors who are personally motivated to complete their task of constructing a high-quality interactive article, and only have secondary concerns and care about the tooling being used, if at all.
Through The Parametric Press, we saw the many challenges of authoring, designing, and publishing first hand, dually as researchers and practitioners. 2 summarizes interactive communication opportunities from both research and practice.
As researchers we can treat the project as a series of case studies, where we were observers of the motivation and workflows which were used to craft the stories, from their initial conception to their publication. Motivation to contribute to the project varied by author. Where some authors had personal investment in an issue or dataset they wanted to highlight and raise awareness to broadly, others were drawn towards the medium, recognizing its potential but not having the expertise or support to communicate interactively. We also observed how research software packages like Apparatus
We were able to provide editorial guidance to the authors drawing on our knowledge of empirical studies done in the multimedia learning and information visualization communities to recommend graphical structures and page layouts, helping each article’s message be communicated most effectively. One of the most exciting outcomes of the project is that we saw authors develop interactive communication skills like any other skill: through continued practice, feedback, and iteration. We also observed the challenges that are inherent in publishing dynamic content on the web and identified the need for improved tooling in this area, specifically around the archiving of interactive articles. Will an article’s code still run a year from now? Ten years from now? To address interactive content archival, we set up a system to publish a digital archive of all of our articles at the time that they are first published to the site. At the top of each article on The Parametric Press is an archive link that allows readers to download a WARC (Web ARChive) file that can “played back” without requiring any web infrastructure. While our first iteration of the project relied on ad-hoc solutions to these problems, we hope to show how digital works such as ours can be published confidently knowing that they will be preserved indefinitely.
As practitioners we pushed the boundaries of the current generation of tools designed to support the creation of interactive articles on the web. We found bugs and limitations in Idyll, a tool which was originally designed to support the creation of one-off articles that we used as a content management system to power an entire magazine issue. We were forced to write patches and plugins to work around the limitations and achieve our desired publication.
There are relatively few outlets that have the skills, technology, and desire to publish interactive articles. From its inception, one of the objectives of The Parametric Press is to showcase the new forms of media and publishing that are possible with tools available today, and inspire others to create their own dynamic writings. For example, Omar Shehata, the authors of The Parametric Press article “Unraveling the JPEG,” told us he had wanted to write this interactive article for years yet never had the opportunity, support, or incentive to create it. His article drew wide interest and critical acclaim.
We also wanted to take the opportunity as an independent publication to serve as a concrete example for others to follow, to represent a set of best practices for publishing interactive content. To that end, we made available all of the software that runs the site, including reusable components, custom data visualizations, and the publishing engine itself.
A diverse community has emerged to meet these challenges, exploring and experimenting with what interactive articles could be. The Explorable Explanations community is a “disorganized ‘movement’ of artists, coders & educators who want to reunite play and learning.” Their online hub contains 170+ interactive articles on topics ranging from art, natural sciences, social sciences, journalism, and civics. The curious can also find tools, tutorials, and meta-discussion around learning, play, and representations. Explorables also hosted a mixed in-person and online Jam: a community-based sprint focused on creating new explorable explanations. 11 highlights a subset of the interactive articles created during the Jam.
Many interactive articles are self-published due to a lack of platforms that support interactive publishing. Creating more outlets that allow authors to publish interactive content will help promote their development and legitimization. The few existing examples, including newer journals such as Distill, academic workshops like VISxAI
We have already discussed the breadth of skills required to author an interactive article. Can we help lower the barrier to entry? While there have been great, practical strides in this direction
The usefulness of interactive articles is predicated on the assumption that these interactive articles actually facilitate communication and learning. There is limited empirical evaluation of the effectiveness of interactive articles. The problem is exacerbated by the fact that large publishers are unwilling to share internal metrics, and laboratory studies may not generalize to real world reading trends. The New York Times provided one of the few available data points, stating that only a fraction of readers interact with non-static content, and suggested that designers should move away from interactivity
We believe in the power and untapped potential of interactive articles for sparking reader’s desire to learn and making complex ideas accessible and understandable to all.
We are grateful to Arvind Satyanarayan for his early encouragement for pursuing this work, and Ludwig Schubert for his prompt help in fixing templating issues. We also thank The Parametric Press editors and authors for their continued support of the project, and to the Explorables community for their creativity and inspiration.
This work was supported in part by a NASA Space Technology Fellowship.
The birdsongs were provided by the users of https://www.xeno-canto.org/.
Research: After initial conversations over two years ago, Fred and Matthew jointly conducted the research bootstrapping early ideas from Matthew, including distilling literature, pulling published examples, and formulating the structure of the work.
Writing & Graphics: Fred and Matthew also jointly wrote the text and collaborated on the design and implementation of the interactive graphics.
If you see mistakes or want to suggest changes, please create an issue on GitHub.
Diagrams and text are licensed under Creative Commons Attribution CC-BY 4.0 with the source available on GitHub, unless noted otherwise. The figures that have been reused from other sources don’t fall under this license and can be recognized by a note in their caption: “Figure from …”.
For attribution in academic contexts, please cite this work as
Hohman, et al., "Communicating with Interactive Articles", Distill, 2020.
BibTeX citation
@article{hohman2020communicating, author = {Hohman, Fred and Conlen, Matthew and Heer, Jeffrey and Chau, Duen Horng (Polo)}, title = {Communicating with Interactive Articles}, journal = {Distill}, year = {2020}, note = {https://distill.pub/2020/communicating-with-interactive-articles}, doi = {10.23915/distill.00028} }