Task 7: Mode-bending


Approach

My approach to this task is influenced by two resources in particular — an episode of the Stuff to blow your mind podcast from earlier in this course, and a chapter from the Jenkins et al. (2009) book from ETEC 510:

    • In the Stuff to blow your mind episode, Lamb’s (2021) point that since we’re “not a scroll-based culture, … we imagine the regular use of scroll as being somewhat alien and clumsy” really stuck with me (Lamb & McCormick, 2021). It made me think about the influence of the capabilities of the average human being — such as the abilities to see, speak, and hear — and how they must’ve influenced how our society is structured.
    • In Confronting the challenges of participatory culture: Media education for the 21st century, Jenkins et al. (2009) highlighted that “[e]ach medium has its own affordances, its own systems of representation, its own strategies for producing and organizing knowledge. Participants in the new media landscape learn to navigate these different and sometimes conflicting modes of representation and to make meaningful choices about the best ways to express their ideas in each context” (pp. 87-88).

Together with the concepts of the designs of meaning and the four factors in the The New London Group (1996) article, it got me thinking:

    1. What did I miss sharing in Task 1 by (unintentionally!) using the visual form only?
    2. How can I leverage the affordances of audio to redesign my first task?
    3. What might I learn about my own preferences and tendencies of communication through this reconsideration of the audio form?

With these in mind, I set out to — to use language from The New London Group (1996) — use my Available Design from my first task and transform it into “a new meaning-making” (p. 76), Redesigned resource.


Process

My first thought was to create a Twine game with short video clips and images, where the audience watches short videos (visual and audio design) about the items, and then are presented with a few scenarios where they choose the item(s) to use if they were me. I figured this would cover The London Group’s ideas of “all meaning-making [being] multimodal” (p. 81), “Situated Practice” (p. 85), and “Critical Framing” (p. 86). I quickly decided against this because I feel like I would still be leaning into a primarily visual form, even if it would be one that is supported by audio. I wanted to use this opportunity to explore how to flip this around — I want to create something that is primarily audio, and supported with visuals only if the visuals supplement the audio form itself. (I still think the Twine game could be interesting and would like to build that sometime!)

Thinking further about the audio form, I realized I could leverage its affordance of sound over time to redesign my first task. I recorded audio clips of the sounds that my items make, and then recorded myself describing the same themes from Task 1 but considering the audio components of the items. From there, I simply put the audio clips together.

And here’s where I thought it got interesting! After putting the clips together, I thought about how I could add visuals — but going back to my three questions from earlier, my challenge for myself was to use visuals that only supplement the audio. I decided to add captions, as well as sound waves of the sounds made by the items. The result is what you see in the video above.


Reflection

I will expand on my thoughts by answering my own questions from earlier.

What did I miss sharing in Task 1 by (unintentionally!) using the visual form only?

In my original post, I made no reference to the sounds made by my items, specifically, how they don’t make sounds when stationary, and then sound different when moved on their own compared to when they’re in use. I guess I knew this, but hadn’t given it any thought before. I thought this was particularly interesting because my items don’t change much visually — with the exception of my phone screen, but still only to a certain extent.

How can I leverage the affordances of audio to redesign my first task?

As mentioned in Process, I attempted to leverage audio’s affordance of sound over time. This is my first time exploring audio design on its own, and I imagine there is much more for me to learn about this through other resources and more exploration. It is also not lost on me that I relied on the visuals of audio editors (I used Audacity) to edit the audio, even though I set out to rely on the audio form itself for this task.

What might I learn about my own preferences and tendencies of communication through this reconsideration of the audio form?

Through this task, I realized I tend to default to visuals, and even when I leverage other modes, it is usually to supplement the visual design. I have now gained more appreciation for audio and realize there is much more for me to learn.

I also think it would be interesting for me to repeat this activity for each of the other modes. For the most part, I subconsciously compared my experience with this activity to visual design, even in this post, likely because that is what I’m most familiar with. I would like to explore each of the modes further so I can build my understanding of the ‘languages’ of the modes, be able to identify the connections across them, and make even more “meaningful choices about the best ways to express … ideas in each context” (Jenkins et al., 2009, p. 88).


References

Jenkins, H., Purushotma, R., Weigel, M., Clinton, K., & Robison, A. J. (2009). Confronting the challenges of participatory culture: Media education for the 21st century. The MIT Press. https://doi.org/10.7551/mitpress/8435.001.0001

Lamb, R., & McCormick, J. (2021, May 14). From the vault: Invention of the book, part 2 [Audio podcast episode]. In Stuff to blow your mind. https://www.iheart.com/podcast/stuff-to-blow-your-mind-21123915/episode/from-the-vault-invention-of-the-82564254/

The New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review, 66(1), 60-92. http://newarcproject.pbworks.com/f/Pedagogy%2Bof%2BMultiliteracies_New%2BLondon%2BGroup.pdf

Task 6: An emoji story


Reflection

In completing this task, I was reminded of Kress’ (2005) description of the affordances of words versus images, and wondered what — to use Kress’ term — “gains and losses” have come about with the remediation of emojis. Specifically:

    • In 2005, Kress noted that “there is a finite stock of words—vague, general, nearly empty of meaning; on the other hand there is an infinitely large potential of depictions—precise, specific, and full of meaning” (p. 15). And now, in 2022, we have emojis, which I might consider a cross between words and image depictions. Interestingly, there is a finite number of emojis, a fact that was particularly clear to me as I was completing the activity above, and they have the potential to convey specific meanings of which the writer may not even be aware.
    • Expanding on my last point, Bolter (2010) argued that “speakers of different languages could share the same system of picture writing” (Bolter, 2010, p. 59). However, as McCulloch (2019) warned in regards to emojis, “what [a person] interpret[s] a symbol as depends on [their] cultural context … [their] linguistic context … [and] the rest of [their] experience” (Zaltzman & McCulloch, 2019). In other words, the “additional meanings” conveyed by the emojis “can’t be universal” (Zaltzman & McCulloch, 2019).
    • In addition, as the understanding of the connotations of emojis evolve over generations (Abdullahi, 2021; Sanjay, 2020), I wonder to what extent emojis could be interpreted as the writer intended, especially over time. How would a millennial today interpret my emoji story? How would a Gen Z or Gen X today interpret my emoji story? How would an audience 10 years from now interpret my emoji story?

Did you rely more on syllables, words, ideas, or a combination of all of them?

I relied mostly on ideas. In addition to my thoughts above on the connotations and interpretations of emojis, I also realize now that I conveyed my ideas in consideration of the subject, order, and time:

    • Subject: I started numerous lines with the emoji of the male character, where, aligning with Kress’ (2005) point, “[b]eing first … mean[s] being first in the speaker’s attention (the theme of a sentence) … or being cause of an action” (Kress, 2005, p. 12).
    • Order: I used left-to-right sequencing, just like Boroditsky’s example of the Nestlé nutritional supplement (SAR School for Advanced Research, 2017). I then followed this with top-to-bottom sequencing. I believe I subconsciously made this decision because my emoji story was created by an English-speaking writer (me) and intended for an English-speaking audience.
    • Time: The passage of time, while not explicitly stated, was implied through this sequencing.

Did you start with the title? Why? Why not?

I did start with the title, but this was not an intentional decision. I would say I started with the title simply because I’m used to starting written pieces with the title, just like how this blog post starts with “Task 6: An emoji story”. I wonder if there are languages where it is not the norm to start written pieces with the title, and how that might influence their approach if they were asked to complete this task.

Did you choose the work based on how easy it would be to visualize?

Admittedly, I did! I originally wanted to do Stranger Things since I just finished volume 1 of season 4, but I couldn’t figure out a clear way to depict “Stranger” or “Things” or most of the plot in the show. This goes back to my earlier point about the finite number of emojis — my ability to tell stories was limited by the emojis currently available. Similarly, I imagine my use of text for this post may be limited by the words available, where these words influence my thinking and in turn limit my thoughts.


References

Abdullahi, T. (2021, March 15). What do emojis mean? How millennials and Gen-Z use them very differently. The National. https://www.thenationalnews.com/arts/what-do-emojis-mean-how-millennials-and-gen-z-use-them-very-differently-1.1183746

Bolter, J. D. (2010). The breakout of the visual. In Writing space: Computers, hypertext, and the remediation of print (pp. 47-76). Routledge.

Kress, G. (2005). Gains and losses: New forms of text, knowledge, and learning. Computers and Composition, 22(1), 5-22. https://doi.org/10.1016/j.compcom.2004.12.004

Sanjay, S. (2020, October 1). Why does Gen Z use emojis to weirdly? Vice. https://www.vice.com/en/article/7kpngb/gen-z-young-people-use-emojis-differently-than-millennials

SAR School for Advanced Research. (2017, June 7). Lera Boroditsky, How the languages we speak shape the ways we think [Video]. YouTube. https://www.youtube.com/watch?v=iGuuHwbuQOg

Zaltzman, H., & McCulloch, G. (2019). 102. New rules [Audio podcast episode]. In The Allusionist. https://www.theallusionist.org/allusionist/new-rules

Task 5: Twine task

Mystery of the potato stamps

The potatoes that Bob bought to make fries have been mysteriously carved into potato stamps. Which of the three new neighbours is the culprit? You, a super awesome detective, along with your equally awesome partner Detective Jocelyn, are on the case!

Click here to open Mystery of the potato stamps in a new tab for the full experience (recommended), or play a tiny version of it below.


Reflection

Strategy

The concept of creating branching scenarios is not new to me, but this was my first time making a text-based game and using Twine! I used to love the text-based Stickman murder mystery games, so I was very excited to create my own for this task.

In branching scenarios, the player is “give[n] the illusion of control” but the paths are determined by the creator (Bolter, 2010, p. 43), and I’m mindful that this makes for a certain “relationship between the [player] and the text” (p. 35). Considering this, to help minimize feelings of being forced to say certain things or take certain paths, I set out to write opposing choices for the player to ‘say’ or do whenever possible, such as:

    • “I’m all ready!” / “I need my coffee first.”
    • “I’m not sure if that sounds right.” / “That makes a lot of sense!”

Creation process

1. Prewriting: I started with what Bolter (2010) referred to as “prewriting” (p. 33). I decided on the theme, clues, and characters, and mapped out the major branches.

2. Design: I knew I would be jumping between descriptions, dialogue, and choices, and I wanted to ensure that these are presented clearly to the player. I tackled this using light CSS and HTML.

3. Build: I simultaneously created the branches, decided on details, and wrote the text directly in Twine. I especially appreciated Twine in this step of the process – I was reminded of Bolter’s (2010) description of an “electronic writing space” (p. 35), in that I found Twine effective in “tak[ing] care of the mechanics of maintaining and presenting both networks and trees” (Bolter, 2010, p. 35), which allowed me to focus on writing whatever came to mind!

 

 

 

 

 

4. Add images: I created quick sketches for key elements and added them in.


References

Bolter, J. D. (2010). Hypertext and the remediation of print. In Writing space: Computers, hypertext, and the remediation of print (pp. 27-46). Routledge.

Normandcompany. (n.d.). Stickman murder mystery games. Internet Archive. Retrieved from https://web.archive.org/web/20060807005748/http://www.normandcompany.com/STICKMAN/index.html

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