Blog 7: Reading
Sequential Art as a
Higher-Order Problem Solving
Skill,
Part 2: Context
Kunst gibt nicht das Sichtbare wieder, sondern macht
sichtbar.
(Art does not reproduce the visible; rather, it makes
visible.)
—Paul Klee, Schöpferische
Konfession (Creative Credo), 1920
Special
Note: The panel I am using for this blog is from Feynman (2011) by Jim Ottaviani, Leland Myrick, and Hilary
Sycamore.
Artists are interpreters
of what they see or imagine. Even photorealism is an interpretation of a subjective
reality based on the eye of the observer (and the talent of the artist). But
what the eye can see also has physical limitations. For example, no one can see
ultra-violet light, so there are no visual representations of it (although I’m
sure someone will figure out a way to bamboozle the public into believing they
have done it, and make a small fortune in the process). Yet most artistic
limitations are not based on universal physics, but rather personal aesthetics.
Artists, like everyone else, edit reality by enhancing what is important, and
deemphasizing (or eliminating) the unimportant—it is how our brains work.
(Zeki, 2005, 100) For sequential artists this happens all the time because the
illustration is in service to the narrative; however, much of the information and/or
details in that narrative must be conveyed visually in order to create meaning.
There is a whole lot more to sequential art than just “talking heads.” So what
does the brain “see” when it “sees” a page or panel of sequential art, and how
does it derive meaning from this literate art form?
Gestalt Psychology
In Understanding Comics, Scott McCloud describes Closure as “observing the parts, but perceiving the whole.”
(McCloud, 1993, 30) This is a sideways interpretation of Gestalt psychology’s Law of Closure, in which Kurt Koffka
states: “It has been said: The whole is more than the sum of its parts. It is
more correct to say that the whole is something else than the sum of its parts,
because summing up is a meaningless procedure, whereas the whole-part
relationship is meaningful.” (Koffka, 1935, 176) Koffka begins by referencing Aristotle’s
oft-MISquoted quote, which many of
you may have heard as: “The whole is greater
than the sum of its parts.” In actuality, what Aristotle was saying about Unity was that things “have several
parts [in] which the totality is not, as it were, a mere heap, but the whole is
something besides the parts.’” (Metaphysica, 1045a8–10. See Aristotle’s Metaphysics,13. Unity Reconsidered on the Stanford Encyclopedia of Philosophy website). What both Aristotle and Koffka are
saying is that when we see only part of something (as in single comic panels for
example), there are more complex and dynamic relationships going on in the
brain—more meaning-making occurring—than simply filling in the blanks.
The Law of Closure works in another
way for sequential art. When drawing a circle, for example, it is better to
make the form with a broken line as opposed to a solid one. With a broken line
the brain becomes more interested in the representation, more engaged with the
drawing, since it has to actively complete the form. A broken line adds energy
to a drawing, whether the illustration is as incredibly intricate as a work by
Joseph Clement Coll (1881–1921),
or as beautifully simplified to its vital essence as rendered by Charles Schulz (1922-2000). Within
Gestalt psychology there are other “Laws” that have meaning to creators of
graphic narratives, and artists in general. Among these are the Law of
Continuity, the Law of Similarity, the Law of Proximity, and the Law of
Symmetry. Gestalt psychology is all about perception and organization, and if
you examine these “Laws” you will find corresponding lessons being taught in
any foundational design class.
Cognitive Psychology and
Dual Coding Theory

Dual
Coding Theory (DCT) was conceived by Allan Urho Paivio (1925–), a professor
of psychology at the University of Western Ontario. The two major components of
DCT are logogens (verbal system units/words) and imagens (non-verbal system
units/pictures). In DCT, meaning is derived from the relationship between these
two components. Can you say, “Sequential Art?” Not surprisingly, in a 2009
article by Alan G. Gross regarding DCT’s verbal-visual interaction, the author
used a page from Eisner’s Comics and
Sequential Art to illustrate this theory. (Gross, 154) Curiously, Paivio’s Mental Representations: A Dual Coding
Approach (1986), which details DCT was published a year after Comics and Sequential Art. Not that Paivio or Eisner ever met, but it
is fascinating that their two interrelated/interwoven/interlocking theories
appeared in the arts and psychology at the same time (What was in the water
back then?).

There are two types of “Codes” in
DCT: Analogue Codes and Symbolic Codes. Analogue Codes refer to images in our
minds based on what see, or have seen, in the real world. Symbolic Codes are those
things, such as writing, or icons, that represent a concept or idea. Symbolic
Codes are divided into verbal and non-verbal subsystems, which are then divided
into visual, auditory, and/or haptic sensorimotor subsystems. (Paivio, 1986,
54) McCloud covers Symbolic Codes in depth in Understanding Comics when he writes about “Icons.” (McCloud, 1993,
24-59) For graphic eTextbook creators, having a working knowledge of cognitive
psychology, especially DCT, would be a plus.
Neuroscience


Putting it All Together
So, how does the brain process
information from a graphic narrative? While we see whole pages of art we do not
read whole pages of art—we read panels. Panels are the “building blocks” of
sequential narratives, and, as we migrate to digital platforms with smaller and
smaller screens, I believe the medium will need to focus less on traditional page
design and more on screen/panel design (more on that in Blog #9). Here is what
I believe is happening when the brain interprets a panel of sequential art, and
tries to derive meaning from it. Understand that the idea of the brain being wholly
right or left is very simplistic, but it sells a lot of mass-market books. The
brain is much more complex than that, and information readily passes back-and-forth
between the two hemispheres. Yet for all that complexity, the process of
reading graphic narratives is deceptively
simple, which is why, I believe, they get such short shrift. The first
example below is “basically” how the brain “sees” a panel of art.
The second panel below is what happens when the brain disassembles (my term) a panel, and tries to decipher it, and derive meaning from it. Remembering that the brain is not modularized, but highly complex and interconnected (language is in multiple areas for example), here is a simplified visual to help describe what is happening in lay terms. Who are the individuals in the panel? How do they relate to one another? How do they exist within their space? What does the text say? Does the text match the facial expression and/or body language of the speaker, or is there some sort of subtext being conveyed? Does color have meaning? There are thousands of questions just like these being asked in the time it takes to “read” the panel before going on to the next one, but there is still more to it than that. When the brain is engaged in “reading” a graphic narrative it comes to a panel, disassembles it, analyzes it for content, reassembles it, places the panel’s narrative (both verbal and non-verbal) in context with every panel that has come before it, draws conclusions as to the information’s place in the ongoing narrative, and then moves on to the next panel where the process begins again—all in the space of a few seconds.
There are many more elements at work
in this whole-part dynamic relationship of graphic narratives, Horatio, than
are dreamt of in your philosophy.
Topics for Discussion
1)
What other areas of philosophy, psychology, or neuroscience are missing from
this discussion?
2)
How do we go about testing how the brain actually receives information from
graphic narratives?
Next Blog: Designing Graphic
eTextbooks, Part 1: Developing the Narratives
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