Blog 4: Graphic eTextbooks and the “Infinite Canvas”
In this blog, graphic
textbooks is used as an all-inclusive term that includes both physical and
digital formats. However, the term graphic
eTextbooks refers exclusively to digital
versions of these books. Since the majority of undergraduate textbooks are
moving to digital platforms within five years it is unproductive to speculate
on designing
new paper-and-binding tomes. Therefore, the focus of my theorizing in regards
to the content of these books will primarily focus on digital designs.
The first comic books adapted to the web appeared in situ. This is
what Scott McCloud refers to as “a classic McLuhan-esque mistake of
appropriating the shape of the previous technology as the content of the new
technology.” (McCloud, 2009) This is a reference to Canadian educator and
communication theorist, Herbert Marshall McLuhan (1911–1980). McLuhan predicted
the World Wide Web thirty years
before its inception, and claimed that “the medium is the message.” (Levinson,
1999, pp. 35-43; McLuhan, 1967) Currently, digital representations of comic
books and graphic novels on the Internet are based on the needs of the physical
medium and not the needs of the content. Comic book publishers need to have one
foot in both “camps” for fear of losing traditional readers. The main problem
with undergraduate graphic eTextbooks lies not in the medium, but in the
academic rigor of the message. What has been forgotten by most publishers of
graphic textbooks is that they are not graphic novels, and they do not share
the same objectives. Whereas graphic novels seek to entertain, graphic
textbooks primary objective is to teach.
If we want to use graphic textbooks to teach undergraduate students then they
need to conform to the same review process and academic rigor as any other
undergraduate-level textbooks.
Though still narratives, graphic textbooks are not story-driven,
per se, they are information-driven. With any textbook there is a beginning
point and an ending point, and in between are chapters incrementally building
on what was established previously. What textbooks do not (normally) have are
story-arcs, character-arcs, climaxes, or dramatic dénouements. What graphic
textbooks do differently than story-driven comic books and graphic novels is
how they engage the reader. Many educational graphic textbooks contain a
narrator either in the form of disembodied caption boxes, ala a documentary
film, or as a drawn character(s) that breaks down the fourth wall to address the reader directly. For theater, the fourth
wall is the space between the stage and the audience; for graphic narratives it
is the space between the picture plane (either paper, or view screen) and the
reader. The narrator, or “Chorus,” is a dramatic vehicle dating back to Greek
theater, and has appeared in Shakespeare’s plays, television, and film. Some
authors, like McCloud, use themselves as the narrator while others, like Jay Hosler
in Evolution: The Story of Life on Earth,
uses multiple characters who talk to each other in order to inform the reader
(remember the term attitudinal instruction
comics
from Blog #1?).
The problem with transportability from static physical format to
digital is that comic books and graphic novels need to fit within the viewing
dimensions of an iPad, Kindle, Nook, or some other form of visual display
device. This works fairly well for individual 3-tier pages even though the
screen image is smaller than its physical counterpart. But while the
traditional 32-page, 3-tier, 9-panel grid format has been the norm for print
comic books since their inception it does not have to continue to be the
dominant format moving into the post-print era—nor should it. The dimensions of
the majority of digital comic books and graphic novels conform to their print
counterparts. Politics, censorship, distribution networks, functionality,
economics, and the basic limitations of print media have always controlled
format, which in turn have dictated how stories are told and hampered creative
growth, but that is not the case for the Infinite
Canvas.
The Infinite Canvas was
proposed by McCloud as a way of viewing sequential art via a monitor. (McCloud,
2000) For McCloud, the computer screen is not a snapshot of a single visual,
but rather a window into the infinite that stretches out multi-dimensionally
along the XYZ axis. This means that a linear story that scrolls through a long
horizontal continues, uninterrupted, as it moves across the monitor screen
towards its conclusion (or vertically as with a pdf). It also means that non-traditional
storytelling techniques, such as true parallel narratives, or circular
narratives can now be truly parallel or circular within the digital world.
However, McCloud draws the line at introducing temporal phenomena such as
embedded videos, hyperlinks, sound, animatronics, and the like, since they
interrupt the continuity of presentation, because, in sequential art, space
equals time, and that time is regulated by the viewer. (McCloud, 2009)
While McCloud’s personal belief may be true for graphic novels
(and I emphasize the word “may”
because such hard and fast “rules” stifle creative growth), such a statement is
completely erroneous when it comes to graphic textbooks.
It is the hybridity of graphic narratives combined with the power
of the Internet where I believe the true strength of graphic eTextbooks comes forth for two important reasons. First,
the inclusion of temporal phenomena is no different from including sidebars or
endnotes in a physical textbook. They exist spatially in time yet apart from
the linear narrative, and when, or if, they are accessed by the reader that act
is entirely within the reader’s control. Second, and this is, for me, the most
significant aspect of the potential for all eTextbooks, because the
introduction of those tangential elements reflect the way lessons
are taught in a classroom.
Rather than present lessons on an uninterrupted continuum (because it's boring),
teachers often include temporal phenomena to supplement their lessons. On any
given day, whether I am teaching Photoshop or a course on Visual Culture, I
will search for images, go to websites, watch videos, access a pdf, play a PowerPoint presentation, or simply
look up information. These tangential elements are integrated into lessons to
help students process information by engaging multiple senses thus increasing
learning efficiency. Secondarily, by watching what I do via the SMART Board my
students witness my problem-solving skills, and understand how I deductively
solve a problem using the Internet, but even that can be integrated into the
narrative of a graphic eTextbook via the “Chorus.”
With graphic eTextbooks the reader does control time spent with the temporal event by watching it
multiple times, or skipping through it, or replaying certain segments, or not
watching in it at all. While for some this may be antithetical to the
continuity of traditional graphic narratives, the inclusion of temporal
phenomena works perfectly with graphic eTextbooks through a form of expanded continuity. (Author’s term) For
graphic eTextbooks, this is what McCloud refers to as A Durable Mutation, or rather a mutation from the physical
sequential art medium into digital that has “some sort of staying power.”
(McCloud, 2009) This form of Durable Mutation for graphic eTextbooks is
actually no different from what many eTextbooks are already doing.
For purposes of making an analogy, if we borrow terms from
biology’s taxonomic hierarchy, we might consider the family tree for comic
strips, comic books/graphic novels, and graphic textbooks in this way. All
three of these forms are of the same genus, graphic
narratives, but all three are of a different species. Graphic novels and
graphic textbooks are part of the same family tree, but evolving on different
branches of it. Those differences, those tangential elements, those
temporal phenomena that are antithetical to graphic novels because they
interrupt the continuity of presentation, are part and parcel of teaching, and
should be embodied in graphic eTextbooks (and if you have clicked on any of the links
in this blog you have already helped prove my point). These differences that lend
themselves so beautifully to how teachers teach are graphic eTextbooks’ Durable
Mutation. The move to a digital platform will aid graphic textbooks in
creating a virtual learning environment where they can evolve into a more
robust educational tool.
Topics for Discussion
1) “I don’t buy it!
Sequential narratives are linear and must always stay that way.”
2) “Okay, so if graphic
textbooks have to become graphic eTextbooks this is what I
would like to see included in their content.”
NEXT BLOG: Immersive Graphic eTextbooks
as the Ultimate Scaffolding Tool
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