Gunther Kress
wrote in his paper, Multimodality, Multimedia, and Genre, that “the materiality of the different modes—sound
for speech, light for image, body for dance—means that not everything can be
realized in every mode with equal facility…meanings, in the broad sense, can be
realized in any mode, but that when they are, they are realized in
mode-specific articulations” (39). As I hope you have inferred from my
discussion on previous pages thus far, text and picture each have different
rhetorical strengths and weaknesses. By combining these two elements into a
multimodal presentation, a rhetorician could benefit from the complementary
effects of text and picture, and his or her overall argument would be
strengthened. In Reading Images: The Grammar of Visual Design, Kress and co-author Theo van Leeuwen stated, “We
take the view that language and visual communication can both be used to
realize the ‘same’ fundamental systems of meaning that constitute our cultures,
but that each does so by means of its own specific forms, does so differently,
and independently” (19). I agree with their statement if it refers only to
distinct mono-modes; if however, they also meant to include the different
mono-modal aspects in a multimodal piece, then I take issue with the phrase,
“and independently.” I believe that multimodal work is at the peak of
rhetorical effectiveness when single modes such text and picture depend on each other for the realization
of their meaning.
Anne
Wysocki wrote a piece titled, Impossibly distinct: On form/content and word/image in two pieces of computer-based interactive multimedia, in which she explored the interaction between words
and image, and the rhetorical effect of multimodality. Her method included
analyzing two interactive CDs about art collections and artists. Both CDs
appeared to contain such similar content that “you might still on first pass
think the two CDs were both encouraging you toward
constructing similar relationships with art and artists” (Wysocki 3). However,
after using both CDs extensively, Wysocki concluded the overall messages one
received from the programs were quite different.
The Barnes CD, through its visual
presentation of artists’ biographies, is arguing that artists are not worth
much attention or differentiation; instead, what is important is the art, the paintings
by themselves, as collected things.
The Maeght CD, on another hand, gives
equal visual weight to artists, to artists’ lives, and to artwork—but is
careful to help us see distinctions between artists even as it shows us how
those artists shared places and times (Wysocki 16).
According to
Wysocki, the differences of assertion presented by the CDs were due to
differences in visual presentation (16). She contended, “I do not think it is
possible to make a clean distinction in these CDs between design and information”
(24). Her statement echoes the thoughts of other “multimodality investigators”
such as David McCandless, who specializes in arranging complex datasets into
visually-informative diagrams.
One can see in
McCandless’ designs that image, text, and information are all intricately
linked—in fact, the design is just as “informative” as the information itself.
At one point in the video, McCandless mentioned the “language of the eye” and
the “language of the mind,” and how, through the combination of these two
languages, we can “alter our perspective and change our views.” He emphasized
how data visualization can change people’s mindsets and ultimately, their
behavior. The result, he proposed, of changed behavior is the solution to
problems present in society, economics, politics, etc. “Design is about solving
problems and providing elegant solutions,” declared McCandless.
McCandless was
not the only person concerned with the possibilities and horizons of data
visualization. Jane McGonigal proposed that people could solve world problems
through video games. She suggested that gaming dynamics sharpen people’s
problem-solving abilities, and if game designers created a virtual world to
emulate the real world, gamers would eventually discover solutions to
real-world problems through game role-playing. Although I disagree with some of
her blanket generalizations (e.g. “gamers are super-empowered hopeful
individuals”), I find her theory fascinating:
Similarly to
McCandless’ talk, McGonigal’s speech deals a lot with changing people’s
perspective due to data visualization and interaction. Drawing off her overall
presentation, we might even say that the accurate perception of information
involves the participation of more than one sensory system. Despite the
usefulness of multi-sensory, multimodality, it can also present risks when it causes
our senses to conflict. A basic illustration of this is demonstrated in the
video below using the McGurk Effect:
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