ENG 328 2.R: ReMakes Crit and Mini-Project #2: Faculty Offices

Today’s Plan

  • ReMakes Crit
  • Work List #2: Faculty Offices
  • Introduction to Photoshop

ReMakes Crit

Here is a link to this semester’s slides.

Work List #2: Faculty Offices

Some of you took a swing at our terrible English Office signs for the first project. Good! Those are bad! We can make them better. Here’s what I want:

  • A poster design in Photoshop. I am going to print the Posters via Staples. The size will by 18 x 24. You have freedom to do a portrait or landscape orientation. The resolution must be 300 pixels. This will be a full color design. This means the design has to have a bleed. I have created an (almost blank) template file: link here.
  • I want something cool. This can be bright and graphic. It can be really English-ee, if that’s what you want (photos of books? A collage?). I do not want to spend money on something boring.
  • The primary goal here is to help students find faculty. Faculty names should be bold and noticeable. AND, faculty offices are clustered. It would be really cool if this design could include a map. But even if it doesn’t, names should be organized in a way that resembles the layout of offices. Here is a powerpoint the department uses to keep track of faculty offices.
  • Graphic photos are cool. If you have a recent iPhone or Android phone, then you can increase the camera resolution. I have an old crappy iPhone, so I am not sure when they started to include this functionality.

Because this is a pretty large project, I am going to push back the due date until Sunday the 28th at midnight.

Intro to Photoshop

I’m going to ask everyone to make the second Work List in Photoshop. The first day survey results were pretty much a 50/50 split regarding comfort with Photoshop, so we are going to start with a few basic tutorials today. On Tuesday, we are going to work with a few more in-depth tutorials on type. First, let me give a brief overview of the workspace and list off some basic tips.

  • If at any time you cannot find a panel in a tutorial, then go Windows > Workspaces > Reset Essentials. Sometimes as I am working I accidentally close a panel or click on a different workspace. This will take you back to home base. You will find this works in every adobe program.
  • Adobe programs are built around layers. In Photoshop, the layers tab is in the bottom-right of the screen. By default, images you import into Photoshop will be “locked” as a background layer. You can double-click on this layer to unlock it and make it editable.
  • On the left-side of the screen is the tool panel. Any tool with an arrow in the bottom-right corner has extra options. Left-click and hold to see those options.
  • There is an additional tool-bar at the top of the screen.
  • If you get into trouble with marching ants, then go Select > Deselect on the top tool-bar. Hold shift to add more, hold alt to take away.
  • Canvas vs. Image Size

In Photoshop, we are going to complete the Get to Know Layers and Get to Know Selections tools.

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ENG 231 1.R: Bogost, Procedural Rhetoric, Project #1

Today’s Plan:

  • Reviewing Bogost Reading
  • Custer on Procedural Rhetoric
  • Project One Expectations and Game List

Reviewing Bogost Reading

Question #1: What is Procedural Rhetoric?

  • Procedural rhetoric is the practice of conveying different avenues of thought based off of rules imposed inside of the game itself.
  • I would define procedural rhetoric as arguing a point by showing or allowing people to go through a series of events that illustrates the arguer’s viewpoint.
  • I understand this to mean that it is a way of proposing an idea or argument through the limitations or structure of the interactions of a system based on how that system is established, or how it allows the player to interact with it. Procedural Rhetoric portrays this argument, in short, as what a system allows its user to do within the confines of its rules.
  • Procedural Rhetoric is allowing consumers to explore and discover ideas through their own actions within a given ruleset.
  • Procedural rhetoric is like telling a story or making a point, but instead of using words or images, you do it by creating a set of rules or actions. When you’re playing a video game, the game doesn’t tell you a story just by dialogue or pictures. It also tells a story through the rules of the game, how you interact with the game world, and what happens as a result. Procedural rhetoric is all about using design and processes to share ideas or convince someone about something.
  • My understanding of procedural rhetoric is that video game makers can provide social commentary within their games through gameplay mechanics and objectives.
  • Procedural rhetoric is similar to other types of rhetoric, in the way that rhetoric is found and analyzed, but different in what in particular is being found or analyzed. As opposed to expressing rhetoric through words or imagery, procedural rhetoric expresses ideas through the creation of rules
  • Google Doc Work Space

Question #4: Procedural Experiences

  • There are times when game designers will purposely leave programming bugs for players to use, such as using a small amount of liquid to gain vacuum space to store food in the game Oxygen Not Included, which should have been a bug but Klei never fixed it. Perhaps these bugs allowed
    players to create unique effects that even the designers hadn’t thought of, and were preserved as the features of the game
  • Something interesting that Undertale did procedurally was its central mechanic around killing vs sparing enemies. If the player played through the game as they would any other game by killing any monster that stood in their path, they would get a bad and rather depressing ending while missing out on fun story and interactions with the characters they murdered. It uses procedural rhetoric to argue that killing is bad, even if those who you are killing are deemed the “bad guys”. I really hope that most people agree with that sentiment without having to play Undertale though
  • This one is a lil weird but the game Who’s Your Daddy is a game about playing as a baby trying to find ways to kill itself while the other player controls the dad and tries to stop the baby from killing itself. It’s low quality and is hilarious to play seeming very much just a game of a baby trying to die while the dad stops him. But I think a deeper meaning to the game is that it kinda teaches people that babies 1. are a lil dumb and will find themselves in dangerous situations that can result in them getting hurt or killed and 2. that anything can be dangerous for babies and as parents, guardians, and even babysitters have to think outside the box on about what a baby might find fascinating that can be dangerous to them. It’s funny and a lil exaggerated at times but it also kinda expresses the dangers that babies can get themselves into even from random every day household items.
  • I’ve recently played Kirby and the Forgotten Land, and one example of an instance that required procedurally completing a task involved retrieving a star to advance to the next level. The star was hidden behind a set of doors, and to open the doors, a set of torches needed to be lit. A set of steps was required to open the door correctly, which took time due to having to light the torches to open the doors.
  • One example of procedural rhetoric in a game that preforms interestingly is the Hitman franchise. In each mission you are provided with multiple potential solutions to your mission of “eliminating” your target, and as the level progresses, you interact with the environment as it throws guards, hazards, and new ideas at you. To be successful, you need to analyze the area and fully use every tool in your arsenal.
  • The practice of using rule-based representations and interactions to convince others, rather than relying on spoken or written language, images, or videos is known as the art of persuasive communication.
  • The game I can immediately think of is the game that I am currently playing Avatar: Frontiers of Pandora. In this game the planet that you live on Pandora has been inhabited by humans who are polluting the world and it is the players job to stop of pollution facilities and take back Pandora. It is a commentary on how if we don’t stop what we are doing just like in the game earth is going to die from over pollution, we only have one world, we don’t get another.
  • One particular instance of a game that I have played interestingly using procedural rhetoric would be a game called Lethal Company. The company that the players work for sets a monetary quota that resets at a higher value every time it is met. If the players cannot meet the quota in the allotted time, they are thrown into the vacuum of space, resetting the game and establishing that the players are only valued when they meet the company’s expectations. This stands as a commentary on the perspective some modern corporations have for their employees despite the rough working conditions they put them through.

  • When reading about Animal crossing the author was talking about how you have to earn money to buy more things and how you have to make decisions on what you buy. Way back in elementary school I played these games there were always called Papa’s and than what ever you were selling where you either inherited or got a restaurant and you had to earn money to either buy upgrades or decorations for your restaurant. You always wanted to buy upgrades to make the process of making the food faster or better but always wanted to make the place look nice. And like Animal crossing I feel like this game shows the idea of mundane work, and from my own experience of these games, as many as there were I never finished them because they always just felt like they went on forever.
  • One of my favorite games, Bioshock, is set in a world governed by ideas presented by Ayn Rand in her books The Fountainhead and Atlas Shrugged. I really enjoyed Atlas Shrugged; however, one of the most jarring aspects of the novel for me was how extreme Rand’s views could be in a world constructed by her and around her ideas. I found Bioshock to be interesting in that it provided a direct insight into the worlds and ideas presented by Rand, but from a third person perspective in the eyes of the game developers and shedding some light on some of the shortfalls of the absolute, rigid ideas presented in Rand’s works. Admittedly, Bioshock does so to the opposite extreme, but by evaluating both Rand’s novels, and the opposing ideas presented and
    explored through Bioshock, I believe a more complete personal opinion on the ideas can be formed.
  • One game that comes to mind when I think of procedural rhetoric is Cyberpunk 2077; in the game, there are side quests to stopping crime. As you slowly stop crime as you play, the environment becomes nicer, and there are fewer threats to the player as you walk/ drive around the city
  • A time I can think of when a game did something interesting procedurally is the Persona series use of shadows and personas where the playable characters have to overcome negative aspects of themselves to gain power and strength to fight back against foes in the real and cognitive worlds for a better future.
  • There is a game I played a while back called game dev inc. where your goal is to create your own game development studio. The game is great and you start by making a game and try to make it a hit. Over time the years go on and new systems come out, while you need to keep relevant and keep producing games to keep your company afloat. The interesting procedure of this is that you are behind the scenes running everything and trying to make the company succeed

Project One: Procedural Analysis

Our first project this semester is based on Jason Custer’s article on teaching procedurality. In the article, Jason distills the Bogost article you read (and a few other materials) into a “heuristic,” a set of generative questions we can apply to any game. I’ve modified those a bit, so here’s our collective heuristic:

  • What does this game represent? [What is the theme? Rhetorical Purpose? Argument? Message?]
  • Mechanically, what stands out to you?
  • What mechanics does the game use to support that representation?
  • What are some potential arguments made by the mechanics?
  • In what ways do the mechanics match the argument?
  • In what ways do the mechanics clash with/ignore the argument?
  • How might we modify the mechanics to create more procedural harmony/aesthetic impact?

Project 1 Game List

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ENG 328 1.R: Design Sins

Today’s Plan:

  • Cool Designs
  • Lay Out Sins
  • Mini-Project 1: The Remake
  • Homework

Cool Designs

Let’s start with something fun–reviewing the designs y’all posted to Canvas.

Layout Sins Scavenger Hunt

Last class I distributed a handout from Golumbiski and Hagen’s White Space is Not Your Enemy. This class I’m going to send you out for 30 minutes to find examples of their sins in the wild. To Canvas–there’s a PowerPoint.

Mini-Project 1: Re-Make It Work

For homework I want you to read chapter 3 of the WSINYE, in which Hagen and Golombisky share their “Works Every Time” layout. They outline 7 parts of the layout:

  • margins (no bleed)
  • columns (two)
  • visual (graphic image)
  • cutline (alt text for image, not common)
  • headline
  • copy (body text)
  • tags (logos, etc)

[Marc–share some grid ideas from chapter 6]

You can choose one of the flyers from your layout sins presentation for this mini-project. You can choose a flyer currently hanging on the bulletin board right around the corner, or something you saw hanging anywhere else around campus. Whatever you redesign, it should be something that is physically hanging on a wall around campus. You may not redesign something you find online, no matter how atrocious it might be.

What is a bleed?. I am going to ask you to print your design, so no bleeds on this one.

I’ve debated what technology to use for this first project. I’ve decided against Canvas–what I really want you to practice/internalize here is Golumbiski and Hagen’s formula, the “works every time” layout. I want you to practice selecting and sizing text, blocking out a page (working with space, proximity). I want you to select colors that work together and develop contrast. So, rather than work with a template, I’d like you to design your 8 1/2 by 11 flyer from the ground up.

If you have previous InDesign experience and want to use that, fine. You are also welcome to use Photoshop. Those who feel a bit of anxiety can design this thing in Microsoft Word. However–Word doesn’t allow you to design a document that uses a bleed (color/image/content all the way to the edge of the page). Word also can be incredibly annoying when it comes to placing blocks of text, aligning items, etc. I recommend using Photoshop for this one if you can. Just be sure to set your Canvas size to 8.5″ by 11″. If you have advanced skills, the resolution of this image (for printing) should be set to 300 px per inch. If that sentence frightens you, then you can ignore it (for now).

  • If you design this in InDesign, then I will require you to turn in a .pdf. Do not turn in the .indd file.
  • If you design this in Photoshop, then I will require you to turn in a .jpg or a .tiff. Do not turn in the .psd file.

One other thing: Golumbiski and Hagen’s “works every time” layout is designed around a strong, graphic image (“graphic” is a tricky word to define here–but it generally means something like stunning, engaging, vibrant, etc). I encourage you to take a photograph that you can use in your design. This could be a picture of a building, of students studying, of a book or pile of books, a tree–whatever fits your subject matter. If you can’t think of how to take a picture to fit your subject matter, talk to me! If you really, really don’t want to do this, then you can use an existing image for your design–but you might struggle to find a high-resolution image large enough that it doesn’t pixelate when inserted in a 8.5 x 11 inch document with a resolution of 300px.

If you take a photograph, think about adjusting the size, lighting, contrast, color, etc in Photoshop.

A few tips for taking a good photograph:

  • Lighting: if you are outside, make sure the sun is behind you casting natural light on your subject. If you are inside, you want indirect light behind you–if you have a lamp directly lighting your subject, then you are going to get glare. Throw a tee-shirt over a lamp (make sure the tee-shirt is not touching the bulb or you might start a fire). Do not use a flash.
  • Rule of thirds; this is a rule that you must follow until you have permission to break it
  • Zoom in with your feet. Don’t use the zoom on your camera. If you want to be close to your subject, then get close.

Homework

Your “Works Every Time” revision is due before Tuesday’s class.

You are welcome to use any technology for this redesign. For those that want to begin playing around with Photoshop,
I did have time to throw together a quick .psd template of the works every time layout in the Draft assignment in Canvas. Here’s a link to it.

Idea for a remake project. Here is the sad sign posted on the hallway door to the faculty offices in Ross.

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ENG 319 1.R: Lanham

Today’s Plan:

  • Rhetorical Analysis
  • Lanham Write Ups
  • Homework

Rhetorical Analysis

Today I want to return a bit to our conversation of logos, ethos, and pathos from Tuesday’s class. I want to use those terms to ground a rhetorical analysis of a contemporary news story. In this case we will be examining 3 short news articles on the same event. I don’t want to name the event for reasons that I might clarify (if I remember to) after the event is complete.

First, a bit of set up. My ENG 231 Analyzing Video Games class read an essay by Ian Bogost on procedural rhetoric for today. In short, procedural rhetoric is persuasion via experiencing computer-enacted rules and/or value systems. It thinks about how actions and systems persuade us rather than words or symbols. In the article Bogost explicates Kenneth Burke’s idea of ethos, what Burke terms “identification”:

20th century rhetorician Kenneth Burke identifies the need to identify with others as the ancestor of the practice of rhetoric. He extends rhetoric beyond persuasion, instead suggesting “identification” as a key term for the practice. We use symbolic systems like language, says Burke, as a way to achieve this identification.

What I like about this passage, why I use it to frame today’s activity, is that it sets us out paying particular attention to the language that underwrites an identity. It is a claim that no language can be identity-free. Let’s test that claim.

I have distributed three news stories. Working in groups of three, you will read each story and identify a moment within it that speaks to logos, ethos, and pathos. You are free to identify more than one moment for each rhetorical element. As you are doing this, you should also mark off words that sting or sing to you. What words stick out, call to you, indicate that something rhetorical is going on? What words reinforce an already existing identity? For whom or to whom does this particular text speak and what words tell you that?

Write-Ups

Any first week volunteers?

My Write-Up is here.

Homework

We have two readings for next Tuesday, and another reading for next Thursday. The Write-Up, due before Thursday’s class, should focus on one reading but find a way to put the other two in contact with it in some way.

For Tuesday:

  • Kenneth Burke, 1939, “The Rhetoric of Hitler’s Battle”
  • . The essay really picks up at page 199, so feel free to start there.

  • Trish Roberts-Miller, 2017, excerpt from Democracy and Demogoguery. This is a really accessible version of Miller’s lifework book, called Rhetoric and Demagoguery, which took her nearly 20 years to research and write.

For next Thursday:

  • Jennifer R. Mercieca, 2019, “Dangerous Demagogues and Weaponized
    Communication”
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ENG 231 1.T: What is Procedural Rhetoric?

Today’s Plan:

  • Syllabus
  • WTF is Rhetoric?
  • Ian Bogost and Procedurality
  • Homework

WTF is(n’t) Rhetoric?

Very soon I will ask you to conduct a rhetorical analysis of a video game. Which means you need some sense of what it means to be rhetorical. Over the next 5 minutes I will do my best to complicate that word, stretching rhetoric from what you might think it means to what I have convinced myself it should mean. Here we go.

First, let me get this out of the way. If you are familiar with the term rhetoric, then you probably think it means “persuasion.” That’s its most common academic definition. We have Aristotle to thank for that. But Aristotle is a philosopher. He wants rhetoric to mean persuasion so that rhetoric is reduced to communicating truth. Philosophy finds truth, then rhetoric figures out how to communicate that truth to other people. Usually dumber people who cannot identify truth on their own. Aristotle and Plato weren’t really confident that people could think for themselves. I do not think that rhetoric is merely about how to communicate things. I reject the definition of rhetoric as “persuasion.” I think that I think people can learn to think if we give them space to do so.

If you heard the word “rhetoric” in most contexts, then you would think someone is being manipulative. They are being evil. Or they are spouting bullshit. This is in part a legacy of Aristotle and–more importantly–his teacher Plato. Obviously I have not dedicated my academic career to learning bullshit.

Okay, so that basically covers what I don’t think rhetoric is.

I would argue that rhetoric is the foundation of what we call the humanities (classically, the humanities emerge from two rhetorical scholars in Rome–Cicero and Quintillian; they are radically transformed by Petrarch, moving from a civic education to a personal/aesthetic one). Convenient, since ENG 231 counts as your LAC 1 Arts and Humanities credit. While I have bunch of titles and credentials: professional writer, UX specialist, curriculum expert, I tend to self-identify as a rhetorical theorist and a postmodern theorist. My areas of expertise include asymmetrical ethics (ethics of hospitality) and digital technology. In fact, as I just wrote about, the former help us recognize the importance of the latter.

Rather than attempt to define rhetoric or humanities or asymmetrical ethics I will just read a bunch of quotes I like:

Emmanuel Levinas:
“Ontology [philosophy’s investment in truth, definition, categorization], which reduces the other to the same, promotes freedom–the freedom that is the identification of the same, not allowing itself to be alienated by the other.”

“We name this calling into question of my spontaneity [freedom] by the presence of the Other ethics. The strangeness of the Other, his irreducibility to the I, to my thoughts and possessions, is precisely accomplished as a calling into question of my spontaneity, as ethics.”
(Totality and Infinity 42-43; “freedom” in direct conflict with “responsibility/obligation”)

Diane Davis:
“An ethics of decision in a world that has lost its criteria for responsible action begins with straining to hear the excess that gets drowned out, sacrificed for the clarity of One voice, One call, One legitimate position.”
(Breaking Up at Totality 19)

Michael J. Hyde:
“Rhetoric facilitates acknowledgement by transforming space and time into dwelling places where people can feel at home with each other, engage in collaborative deliberation, and know together ways of resolving disputed concerns. […] The rhetor is an architect, a builder of dwelling places, homes, habitats, where the caress of others is a welcoming occurrence.”

Adriana Cavarero:
Thinking and speaking are different activities. Thinking wants to be timeless […] furthermore, it is always solitary, even when it takes place between several people […] As Maria Zambrano notes, too, “logos proceeds without any other opposition than what it, in order to better show itself, poses to itself.”

Speaking, on the contrary […] does not know in advance where it is going, and it entrusts itself to the unpredictable nature of what the interlocutors say. In short, thought is as solitary as speech is relational.

Victor Vitanza:
My position is, especially in the next chapter, that we are not at home in our world/whirl of language. Any and every attempt to assume that we are has or will have created for human beings dangerous situations. (Negation, Subjectivity, and the History of Rhetoric, 157

Now it is crucial to understand that, for Heidegger, all that “we speak” by way of logos/language, or “speaking/saying” is perpetually an act of concealing/unconcealing. For Heidegger, this Being/essence cannot be realized, completely revealed or unconcealed. Any and every attempt to unconceal or answer definitively is to perpetrate an act of violence on Being and on human being. (NSHoR, 177)

Thomas Rickert:
Dwelling places us in the insight that rhetoric, being worldly, cannot be understood solely as human doing and that persuasion gains its bearings from an affectability that emerges with our material environments both prior to and alongside the human…

Julia Kristeva:
To worry or to smile, such is the choice when we are assailed by the strange; our decision depends on how familiar we are with our own ghosts. (Strangers to Ourselves)

Taken collectively, these quotes express why I value a particular kind of (postmodern) rhetoric and what I see as the mission, the importance, of the humanities. Rhetoric is less a tool for manipulating others as it is a methodology for opening spaces in which we can encounter each other’s otherness. It is as much introspective (who am I? what do I value?) as it is explorative (who are these others? what do they value?). Both rhetoric and the humanities teach us how to productively orient ourselves towards others. How to be in a world without certainty. How to temper our desire to force others to match up with our categories, ideas, desires, and comforts. How to handle the disorienting feelings that another person can engender within us. Levinas wrote that, by our nature, we are allergic to difference. The humanities offer medication that can help remedy the symptoms. I believe some video games are learning how to maximize their potential for teaching us how to better experience alterity, deal with ambiguity, and reflect upon the “selfishness” of our own commitments, ideas, and values. This is a class about those games.

Okay, there’s your “out there” theoretical foundations of the course. How about something more grounded. Let’s swing back to the idea of a rhetorical analysis. Maybe you have had to write a rhetorical analysis before, in high school or in ENG 122 here at UNC. Let me riff a bit on how one might typically approach the rhetorical analysis of a video game.

  • Text: What is the *purpose* of this text? What statement does it *intend* to make about our world, society, human condition, struggles? [Logos, meaning, argument]
  • Player: How do you relate to the game’s intended purpose? Does it resonate with you? [questions of pathos and feeling]
  • Writer/Designer/Programmer: Who are they trying to be? What voice/style do they assume? How do they position themselves in relation to genre/audience? Are they shouting or intending to be invisible? [Questions of Ethos]

So, the standard stuff–logos, ethos, and pathos. When we analyze a narrative, whether it is a book, a television show, a movie, a podcast, we ask ourselves variations of these questions.

Video games, however, are interactive in a way these other mediums are not. They at least afford us an image of agency, as if what we do matters to the world we traverse and the story we experience (this is a vibrant field of video game scholarship–determining to what extent our choices in games actually matter, and veterans of 225 will hear some Sicart stuff circulating here).

The interactive nature of video games, that fact that we “act” instead of merely “witness,” means we need to add a new, more complicated dimension to our rhetorical analysis: one that analyzes the actions a game forces us to take, and the rules that compute, score, or resolve that action. Philosopher Ian Bogost has termed the such action and computation as the game’s “procedurality.”

Ian Bogost and Procedurality

The first way we will analyze games this semester stems from Ian Bogost’s theory of procedural rhetoric. Bogost seeks to add procedural rhetoric to its other dominant traditions–oral/written rhetoric and visual rhetoric (which has gained increasing importance in the late 20th and early 21st centuries). Given the messy diatribe that preceded this paragraph, let’s just say that Bogost tends to define rhetoric as “influence,” close to persuasion, but recognizing non-rational and non-conscious dimensions to rhetoric. That is, we are being “persuaded” at almost every point in our lives by forces explicit and implicit (for instance, the ways that desks are arranged in rows are “persuading” you to accept my authority etc etc). Bogost believes video games are extraordinary good at this kind of passive, non-conscious persuasion. Let’s read some of his work.

Okay, let’s play something.

Okay, let’s play something else.

Okay, one more game.

Homework

Your first assignment is due before Thursday’s class. Read Bogost’s 2017 article “The Rhetoric of Video Games” (.pdf in the files section of Canvas).

I’m curious to learn you perception of this article–do you understand what Bogost is talking about? Do you find this article difficult to follow?–and so I’m going to ask you to reflect on a few questions. You can write your answers directly in Canvas or submit them as a Google Doc / Word docx.

These responses are meant to prime you for Wednesday’s discussion. I’m hoping everyone comes to class Wednesday with something to contribute (so you don’t have to be super happy with every response below, but you should be ready to share two of them).

  • Question #1: Find me the line where Bogost defines procedural rhetoric. Try putting it in your own words.
  • Question #2: Is there a term/part of this article you don’t understand or want me to address in detail? And/or is there a part of this article with which you disagree?
  • Question #3: What do you make of Bogost’s analysis of Take Back Illinois and Bully?
  • Question #4: Can you think of a time when a game did something interesting procedurally? What game? What did it do? Or can you think of a game in which the procedures and mechanics lack any kind of meaningful relationship to the argument/purpose/theme?

Syllabus

We will look at this.

Hey Marc–comment on Ethan S’s Stray paper, sp24:
The “action” / theme of Stray is obviously tied to the fact that this world is devoid of humans, and coming to realize what happened to them (and, as you indicate near the end of the paper, asking from where these robots came and their surprising form of consciousness). Those aren’t really procedural questions.

But a procedural question might be: does experiencing those questions in the form of a cat change the way we think about them? About the weird world the game constructs? Would we feel the same if we were ?experiencing them as a human?

Does the weird immersive experience of being a cat suspend/influence our everydayness of being human? Does it make us more open to think about humanity “from a distance,” which, I think the game’s story/theme is attempting to do?

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ENG 328 1.T: The Basic C.R.A.P.

Today’s Plan:

  • Welcome
  • Visual Rhetoric and Design
  • The Basic C.R.A.P.
  • Homework

Welcome

I’ve got a quick Google Form for you to complete.

A Quick Intro: Why Learn Design?

First, a little bit about me. My undergraduate degree is in British Literature, and my MA focused on 18th Century British Literature. I wasn’t a big fan of computers until I got into PhD program, way back in 2003. I had to mess around with Photoshop a bit teaching a first-year writing course (IIRC, the project required students to write liner notes and design a cover for a favorite CD). I got hooked on technology, and learned HTML, CSS, and some Java back when English majors could get jobs designing websites. I taught web design and writing at my first job. But by around 2012, I noticed things had changed. Web design and coding jobs required more sophisticated, back-end skills those jobs weren’t going to English majors anymore. And front-end CMS sites, like Squarespace and WordPress, were taking over the web writing world.

But, because learning to develop web sites had taught me the fundamentals of visual rhetoric and design, I was able to transition my skills into other media–videography (I teach ENG 229) and print design and production. I feel more confident about the latter than the former (hence why production is a 200 level class and design is a 300 level class).

As I indicate in the syllabus, I see this course as serving a multitude of different purposes; I hope the course is flexible enough that the exact learning outcomes conform to your trajectory. All student should benefit from learning how to design more coherent and striking presentations–from something as seemingly simple as selecting a template, to pairing image and text, to maximizing contrast, and improving readability. I’m going to get this out of the way right now: don’t ever center-align text. A title? Maybe if you are lazy and uninspired. Text that you actually want me to read? Nope.

Those skills should translate into developing flyers and handouts (both for academic contexts and professional ones). Those looking to pursue a career in publishing benefit not only from knowing how to use InDesign as a technical tool, but also from understanding how the “flow” process influences textual formatting and use of styles (in, say, Microsoft Word–how do you prep a Word document for publication?). And, as I emphasize in 229, knowing how to take and edit a photograph always has value–both professionally and personally.

The first 8 weeks of this course will emphasize the professional and technical elements of the course, as we learn key design concepts and softwares (primarily Canva and InDesign). The second half of the course is constructed around 3 community engagement projects. Let’s take a look at the syllabus.

The Basic C.R.A.P.

The first design book I ever read was Robin Williams’ The Non-Designer’s Design Book. I assign Golumbiski and Hagen’s White Space book because I believe they are more comprehensive, and because I appreciate their work on color. But William’s opening lessons on the basic CRAP of design are immediately accessible and actionable. And so, I begin with them today. There’s a .pdf in the Files section of Canvas.

So let’s do something.

Recognizing Bad Design

Over the course of the semester, we will learn a handful of design principles. That’s not the same thing as learning beautiful design. We might end up disagreeing on what makes good design, but we’re probably going to agree on what makes bad design. So I like to start this class by focusing on recognizing bad design, by becoming familiar with some cardinal design sins.

Let’s turn to Golumbiski and Hagen, specifically their Design Sins.

Homework

Due Tuesday before class: There is an assignment in Canvas called “Reading and Effective Design” due before Wednesday’s class. It requires you do some reading and then analyze a cool design of your choice.

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ENG 301 15.M: Cover Letters

Today’s Plan:

  • Cover Letters Intro
  • Drafting Cover Letters
  • Examining Sample Cover Letters
  • Optional: Building a Linkedin Profile
  • Following-Up on a Job Application or Interview

Cover Letters

The ABO entry for “Application Cover Letters” [pp. 36-41] identifies 3-4 purposes for your cover letter:

  • Introduce you as a candidate with the skills that can contribute to the particular organization
  • Explain what particular job interests you (or why you are interested in the advertised position
  • Illustrate via specific examples qualifications in your resume that match the position
  • Signify your desire/availability for an interview (this is a phatic closing gesture)

I wouldn’t necessarily recommend doing things in that order. But you might. It is tricky–you are playing a kind of meta-game with a reader (since the rhetorical purpose of your document is super obvious: GIVE ME A JOB). The game concerns how skillfully/subtly you can perform within this charged situation. You want to consider tone–how do you come off as someone who is hard-working and professional while also not sounding too formal and/or stiff? Unless the job advertisement and your online research suggests that they are a formal environment. Essentially, how good are you at reading the room?

Here’s what the cover letter shouldn’t do: it shouldn’t just summarize your resume. It should select one or two skills from the resume and flush them out, providing context and details. Bottom line: TURN A GREAT ACCOMPLISHMENT INTO A STORY. Don’t tell me you have experience researching grants, tell me how you partnered with the ARC of Weld County to identify and research, using both the State of Colorado and the Foundation Center databases, 13 specific grants for non-profit organizations focused on children and adults with intellectual and developmental disabilities. Or how you worked with a team of designers to produce flyers for both print and digital distribution for 8 upcoming events. Mock ups of these flyers are available on your website. Whatever. Aristotle reminds us that every story has a beginning, a middle, and an end–a problem, your solution, and a measurement/assessment of the results.

The cover letter is your opportunity to tell a story about the best work you’ve done. Caveat: the best work that is relative to the position. It is an opportunity to show a few awesome things (the resume is your opportunity to tell them about all the things).

A few other resources:

How I Conceptualize Cover Letters

As we discussed last week (and I imagine we will discuss further tonight), a big challenge with resumes concerns constructing a document that can beat a machine and at the same time engage a human. It is a balancing act.

At least that is one hurdle with which we don’t need to deal with cover letters. The challenge of the cover letter is to convey, in a few short paragraphs, the value (explicitly?) and energy (implicitly?) you will add to an organization. In addition to being a high stakes writing sample, it is also an elevator pitch, an introduction, a first date, a sales proposal, an intellectual and professional biography. A lot has to happen quickly.

I’ll offer the following outline for cover letters:

  • First paragraph. First sentence: position for which you are applying. “Thesis statement” as to why you are a good fit and/or interested in the position [pay attention to the specifics in your add, look for tests/prompts/possibilities].
  • Second paragraph. Storytime. Chances are your thesis involves something you can do. Tell a story about the time you did the thing. Are you applying for a marketing job? Tell a story about how you developed content for a social media channel. Applying for a grant writing position? Tell a story about the time your under/graduate class partnered with a local non-profit and you researched/developed stuff and/or liaised with folks to do things. Ideally, your story should have a what I did–what effect that had narrative structure, but it doesn’t have to. The point here is to take one thing you discuss in the resume, the best thing, and turn it into a paragraph of meaningful prose.
  • Third paragraph. Do you have a second awesome story? Cool. Tell that too! If not, then think about how you can translate your academic success and abilities into language that shows you are a strong fit for the position. If the ad stresses personality, then can you use something like the psychometric test to sell yourself? Is there something that the ad indicates as a requirement that you can indicate you are familiar with (or something similar, that given your familiarity with Adobe Photoshop and Premiere, you are confident that you will be able to learn InDesign quickly and/or given your interest in expanding into digital marketing, you are currently enrolled in a HubSpot social media marketing certification course?)
  • Concluding paragraph. Open with a reiteration of your interest in the position. Close with the standard stuff–you look forward to an interview to further discuss your qualifications / the position (is it about them? Or about you?)

What does a story look like? Here’s one from Hannah Hehn:

In the past semester I earned the title Creative Director of The Crucible Literary Magazine. In this post I’ve overseen the production of our Fall 2021 issue, working with the editors, editor-in-chief, and social media directors on the content, layout, themes, and promotional materials for the edition. This semester we worked with a document design class here to design the cover and internal visuals as part of a contest. This entailed consulting with the design class as well as The Crucible’s President and Vice President extensively to make final decisions. Working individually played a large role as well, both in creating a possible internal design for the edition, and in editing the final products for printing within our tight deadlines.

And here’s one by Carl McDonald:

During my education, I took part in a team tasked with assisting a local nonprofit, Santa Cops of Weld County, to find and apply for grants. This project included locating grants through various grant databases, including the CRC America and the Foundation Directory Online, familiarizing ourselves with the grant application process, and writing the proposal itself. I focused my efforts on a Build-A-Bear Charitable Giving grant, which procured 120 stuffed bears for at-risk kids the following Christmas.

I also assisted Impact Locally, a nonprofit in Denver, in the same capacity as an intern this summer. I worked remotely, giving weekly updates about my research and progress. At the end of my internship, we were selected by Colorado Blueprint to End Hunger for a substantial grant to continue food distribution to the homeless through the Covid19 crisis.

Sample Cover Letters

I’ve got a few to examine. Maybe one more.

Building a Linkedin Profile

Let’s just say that this video by Professor Heather Austin provides perspective.

  • Basics: Get a Headshot
  • Slogan: Max of 300 words
  • About: Split into Summary (Who you are, who you help, how you help them) and the Expertise (block of resume-style skills). Keep paragraphs short.
  • Skills: Pick the “big” three. Then a handful more.
  • Experience: Be descriptive

Resources:

Let’s talk follow-up (FlexJobs). But first, a scene.

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ENG 225 13.F: Draft Workshop

Today’s Plans:

  • Quick Sicart Notes
  • Introductions and Conclusions
  • Paper Rubric Passes

Sicart and “Neutral” Problems

Lori asked a question about where in his writing Sicart emphasizes the need for “neutral” choices. I have a few quotes that can speak to that. First, from the “Moral Dilemmas” article:

Game designer Sid Meier once defined games as “a series of interesting choices.” Meier argued that for players to be engaged in the game, they have to be presented with choices to which they feel emotionally attached, and these choices must not be equally good. The player also should have enough information to make an informed choice, and no single choice should be best. (“Moral Decisions,” 33).

From this quote, we can see that while not all choices are equally good, no one choice should be the correct answer. From this, I would argue that games need to present choices in such a way that we, as players, should not be able to easily identify which choice the designers consider the best. We should not suspect that they want us to pick a particular choice. The easier to identify the “right” answer, the less we are engaging what Sicart in that article calls “ludic phronesis.” The less we are ethically engaged. [Who sighted the “You want to be good” essay?]

Sicart heuristic.

Introductions and Conclusions

Introduction: Articulates the problem that generated the research question(s). Lays out some context: why discuss this now? why is this research valuable? Poses the research questions clearly (can lay out hypotheses). Lays out the thesis: which is the answers to the research questions. ANSWERS. No Scooby-Doo mystery meat. Do not tell me what the paper “will do” but report specifically what the paper has done. You write this last so that you can preview what the paper *actually* proves instead of laying out what it hopes/aims to do. BE AS DETAILED AND SPECIFIC AS POSSIBLE.

See crafting a thesis paragraph (down the page).

Introductions and road-maps.

Conclusion: I think conclusions are quite hard to write; they have to summarize the entire paper (which, REMEMBER, the introduction should do) and either end emphasizing a change (if you did not do this in the discussion), a hope, a direction for future studies (say, what you would do next or what you would have done differently if you could start over or had more time).

Paper Rubric

Here’s a link to the rubric.

Passes

Passes are reads through the whole paper with specific foci. Here’s my “suggested” list of reads before you submit the draft on Monday.

  • First sentence of every paragraph: Does it offer a claim that sets up the paragraph’s purpose?
  • Concision: Read your paper out loud until you hit a sentence that makes you stumble or irks you. First, can you revise it to have a clear character and action? Second, can/should it be cut into two sentences? Third, can you make it more concise (cut unnecessary words, adjectives, prepositions)?
  • MLA / APA / Chicago: The drafts I saw in conferences were pretty horrendous on this front.
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ENG 301 13.F: Resumes

Today’s Plan:

  • Rhetorically Constructing Resumes
  • A List of Critical Decisions
  • Resume Revisions

Rhetorically Constructing Resumes

When I teach resumes at the undergraduate level, I emphasize the importance of an rhetorical approach. Rhetoric here means two things to me:

  • First, it means that I attempt to read what the other person wants, thinks, values, and prioritizes
  • Second, it means that I approach the situation without an expectation of control or mastery, that I understand that the situation calls for a calculation of risk

I contrast this rhetorical approach to the more “philosophical” approach that tends to drive the advice one would get from career services or from many resume books and websites. Philosophical approaches try to teach hard and fast rules for developing materials. Do this! Don’t do that! They are often more concerned with their own preferences; and thus overwrite the wide chaos one finds in ads with a more simple and controlled framework. They also tend to be more conservative when it comes to voice, tone, and content. I am skeptical of this kind of “cookie cutter” approach.

Rather, I think you should approach your job materials less in terms of a baking recipe and more in terms of playing a poker game. When you play poker, the cards you hold are important. But equally important is your ability to read your opponents, and to make sure that you adjust your play based on theirs. You cannot plan out a poker strategy before you play the game–you can have ideas, certainly–but those ideas have to be re-calibrated once the game starts and you begin familiarizing yourself with the players.

In terms of a job search and the construction your materials, it is useful to have drafted in advance a resume and a cover letter. But the resume and cover letter you send to a potential employer should always be transformed based on the position for which you apply. As I talked about in the smaller groups on Wednesday: in an era in which we are fighting algorithms to make sure our materials make initial cuts or receive high compatability scores, you want to make sure as much language from an add shows up in your materials as possible. Manipulate headings and terms to match the language you find in ads.

But these transformations shouldn’t be merely cosmetic–you should create content that you think speaks to that particular organizations needs. I’ve been on the job market twice in the past 15 years, and both times I started with a default letter and CV. This doesn’t mean I recommend writing a completely different letter for every job. I don’t, no one has time for that. [job letters-unc (teaching new media and tech writing), msu (digital rhetoric research), tamu (classical)]. But I do recommend spending time reading an ad carefully, thinking about how you arrange material, and making sure that the language you use in a letter matches up with the language you find not only on an ad, but also on an organization’s website (mission statement, about us, projects). Your resume and cover letter should show organizations how you can use research and rhetoric to craft more compelling prose.

Rhetoric is the art of adapting a message to a particular audience, of recognizing the affordances and advantages of a particular situation. It always involves elements of risk and chance. I believe job searches are particularly arbitrary–there is no system or pattern to what employers look for because every employer, every human resource director, is different, and brings to the process her own preferences, methods, and attitudes. The best we can do is to learn to analyze, listen, and think through possibilities–to be aware of the potential choices we have and to make precise calculations for every position to which we apply. While we can’t be certain, we can do our best to know our audience(s), and to tailor ourselves to their preferences.

Some Practical Advice that May Even Be Useful, in Some Situations, Some of the Time

Okay, with those rhetorical reservations in place, let me tentatively offer some advice. First, we need to make sure we are designing resumes that are ATS (applicant tracking system) compliant. This is probably the biggest change I have had to deal with in the 15 or so years that I have taught resumes–the increasing difficulty and prioritization of designing a document that 1) can “beat” the machine and 2) is still persuasive, compelling, and/or readable to a human being. The advice 10 years ago focused on the importance of keywords (previous link). So does the advice today . I think our Project 1 Coding Sheet is a great generic resource for identifying keywords–but be sure to code any advertisement to which you plan on applying to see if you can identify idiosyncratic language. Also, preparing resumes for ATS has implications for style and design. (Note: see tool at the bottom, see Common mistakes, short video).

In the 2010’s the fad was to use fancy templates. To create highly graphic resumes. Visual resumes are still a thing. I still think these have a place, especially if you are applying for visual-design jobs. But I am skeptical of a lot of Canva, Microsoft, and even InDesign templates for job materials. Many of those templates are designed for a very precise amount of content. And that means that when you use that template, you end up having weird gaps, spaces, or crams. They look weird instead of showing design skill and attention to detail.

So let’s assume that we’ve beaten the machine. Now our resume is in the hands (or more likely on the screen) of a human resource director or a manager who needs to wean a stack of 20-25 candidates down to a stack of 5 for interviews. Now we might have to beat the dreaded six second scan.. But beware keyword stuffing!

Let’s close this section with a review of some generic but staple resume advice–a few Squawkfox articles.

Plain-Text Resumes

Beyond ATS preparation, there’s a movement towards plain-text resumes. There are documents with no formatting–bold, italics, bullets, etc. Such documents take ATS formatting to the extreme.

Sample Resumes.

Wright, Dol, and Collins (2011). See sample resume description [could this go in a resume or a cover letter? Top of the resume for a person? Or bottom of a resume? Where to position this?]. See Wonderlic.

Another resource to help identify strengths/compatibility: Big Five personality test.

Here is my heuristic/template for starting a resume

So, this is a mess of notes. Let me try to sum this up into a list of questions to guide your resume.

If you are submitting to a human, then I would likely suggest you have a non-plain-text resume-either a designed resume or a simple, clean text resume (like, for instance, the boring template I provide above). If you are submitting to an algorithm, then I recommend a plain-text resume. These days, you should have both prepared.

I would only use a template if you feel confident in your ability to edit said template. It is better to play it safe than to use a template poorly.

You should organize the material in your resume to put your most impressive content first. That might be your education. But it might not be. Do not feel compelled to put your GPA on your resume (and I would only list it if you are a 3.5+). Do not feel compelled to put every job on your resume.

Old rules dictated that a resume never extend beyond one page. I don’t think that rule works in a digital, algorithmic age. BUT, prioritize what goes where.

An objective statement allows you to repeat the job title. They are not necessary. Some people love them, others see them as a waste of space.

There’s no need to list references. But, if you have empty space, then they do not hurt. I’d rather see a list of skills.

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ENG 229: Paper Outline / Lit Review

Today’s Plan:

  • The Time of the Drafting Has Arrived
  • Revisiting the Paper Outline
  • Writing a Lit Review
  • Working with Sources in the Text

The Time of the Drafting Has Arrived

An annual tradition, Toothpaste for Dinner. While I have seen drafts of the methodology and progress in your worklogs, it is likely time for a little panic. Conferences are next week, which means paper drafts are due Saturday or Monday night. This week, we write.

The Paper Outline (and Some Specs)

Specs:

  • Generally speaking, I do not like giving length requirements for these papers. They are as long as they need to be to do all the things. If it comforts you, then I would say that papers are generally 10-16 double-spaced pages in length. While some will be longer than that, it is *very* difficult to complete the assignment in fewer than 8 pages. Some of your methodologies will be 4 pages long!
  • Papers need to be in MLA, APA, or Chicago Style format. The University (and the State of Colorado) require that I grade papers for this. We’ll be working on paper format a bit Wednesday.
  • Rather than impose a source minimum, I’ll say that papers need to supply evidence for claims and contain a thorough lit review or build a comprehensive lens.
  • The paper has to use sub-headings. See below.
  • Papers should have a title that does not suck. We will review this Friday the 17th.

Questions?

Revisiting the Paper Outline

This semester I have emphasized the typical research paper outline:

  • Introduction
  • Literature Review
  • Methodology
  • Findings
  • Discussion
  • Conclusion

That outline won’t work for every project. But understanding what those subheadings do can be helpful for organizing your material. I also want to talk about other potential subheadings.

Okay, let me start with those headings above:

  • Introduction: Articulates the problem that generated the research question(s). Lays out some context: why discuss this now? why is this research valuable. Poses the research questions clearly. Lays out the thesis: which is the answers to the research questions. You write this last so that you can preview what the paper *actually* proves instead of laying out what it hopes/aims to do.
  • Literature Review: This reviews previous research on your topic. As I’ll show below, there’s a lot of ways to “group” this research; you should organize this section around ideas, not around individual articles.
  • Methodology: This section generally needs to do 3-4 things (in our case, most of you will only do two of them). I will go over these below.
  • Data / Findings / Discussion: Sometimes you will see these sections separated–especially in the hard sciences where your data can be presented as numbers, graphs, and tables. I don’t think that any of you are working on these kinds of projects, except for those who are extending our race and gender projects. In these papers, you will see one section for Data (or Findings) and another section for Discussion, in which you compare your findings to previous studies in the literature review (noting what agrees and what disagrees with previous findings), you highlight and explain unexpected findings, and you suggest the impact of these findings (what they mean for the field, or what changes they suggest are necessary to our world–note that sometimes this happens in the conclusion).
  • Conclusion: I think conclusions are quite hard to write; they have to summarize the entire paper (which, REMEMBER, the introduction should do) and either end emphasizing a change (if you did not do this in the discussion), a hope, a direction for future studies (say, what you would do next or what you would have done differently if you could start over or had more time).

Before I go on to talk about writing up a literature review, let me discuss how this might change for a more interpretive, humanities-based paper (like, say, a Sicart paper).

  • Introduction
  • Lit Review / Background Info On a Game [if, say, this is too long for the introduction; this might be a lit review of previous scholarship on the game and/or some background information about the game–its characters etc. Whether you describe the game in the introduction or in a separate section is up to you. I tend to prefer a separate section, but it really depends on the game’s complexity]
  • Building a Critical Lens
  • Lens Element #1
  • Lens Element #2
  • Lens Element #3
  • Conclusion

Or

  • Introduction
  • Background Info On a Game [if, say, this is too long for the introduction; this might be a lit review of previous scholarship on the game and/or some background information about the game–its characters etc. Whether you describe the game in the introduction or in a separate section is up to you. I tend to prefer a separate section, but it really depends on the game’s complexity]
  • Building a Critical Lens
  • Scene #1
  • Scene #2
  • Scene #3
  • Conclusion

Like a massive 5 paragraph essay, both versions above assume that your critical lens has 3 elements (like, say, player complicity, wicked problems, and forced reflection). Please note–while I use “5 paragraphs” as a reference here, each of these ideas will likely require several paragraphs. Note that it doesn’t have to be 3 elements either. It could be one. It could be two. It could be six.

Note, too, that, like a 5 paragraph essay, my second version above assumes you will analyze 3 different scenes or decisions. It could be two scenes. It could be five.

What is important here is that you determine how to structure your analysis. Do you want to move through one “critical lens” concept at a time, discussing how it appears in several different scenes in a game? Do you want to, for instance, talk about player complicity all at once?

Or do you want to organize your material by specific scene, discussing how each of the three elements does (or does not) operate?

Writing a Literature Review

In short, a literature review is summary of previous research and findings on your topic. This is pretty clear gut for the female protagonist sexuality / body image folks, because you are building your work off of previous studies, and there’s a bunch of other similar studies that you can summarize.

This will likely be tricky for the other folks. If you are writing about Undertale, then, cool! There’s a bunch of other studies about Undertale, but I don’t think they are necessarily doing what either group in here is trying to do. You still have to summarize them. You have to acknowledge that you have done the work and surveyed previous scholarship. One reason this is important: in your discussion section, you can put your work in conversation with that previous scholarship. So flushing out a literature review helps you write a smarter discussion section (no matter what kind of paper you are writing).

I would focus my literature review on the game you have selected. Save any research on Sicart or ethical decision-making (the Ryan et al) for the lens section. Make sense?

Writing a Literature Review

Let me tell you a story. Once upon a time I co-wrote a research article on multimodal artist Maira Kalman. The article reported on a multimodal project I developed for a Digital Video course on how Kalman’s approach to art echoed “radical” rhetorical theorists on the unpredictable nature of creative invention–on how we cannot teach creativity, but we can teach habits, practices, approaches, that might allow something creative to happen.

The original outline of that paper looked like this:

  • Introduction
  • Surveying Theories of Choric Invention
    • Gregory Ulmer
    • Thomas Rickert
    • Byron Hawk
    • Jeff Rice
    • Sarah Arroyo
    • Colin Brooke
  • Explicating Kalman’s Aesthetic

Our reviewer feedback was tough, but fair:

On a similar note, the theoretical chops of this article come forward as relatively unconnected blocks. In the ULMER section, we get a block on Ulmer, interspersed with several others, but then it becomes a set of legos: a green block (Rickert [and Rickert and Kristeva]), then a red block (Hawk), then yellow (Brooke [and Brooke and Barthes]), then blue (Arroyo [and Arroyo and Deleuze and Guattari]), then purple (Rice [and Rice and De Certeau]). Each of these feels strangely disconnected and underdeveloped, particularly given the potential connections between Kalman’s work and each of these authors (as well as the theorists they are working in relation to).

Essentially, we had walked through our literature, or research, one source at a time (even if each of those sections often involved multiple sources). What we didn’t do is cut across all those sources to identify the most important ideas they have in common. We didn’t synthesize our sources.

Our second outline looks like this:

  • Introduction
  • Synthesizing Theories of Choric Invention
    • Prioritizing Space
    • Juxtaposing Subjective (Affective) Experience Alongside Objective History
    • Resisting Synthesis
    • Resisting Codification
  • Explicating Kalman’s Aesthetic

The difference here is essential: moving from talking about one source at a time to explicating an idea. The Prioritizing Space section has references to Rickert, Ulmer, and Hawk. The Juxtaposing Subjective.. section also has references to Rickert, Ulmer, and Hawk. The Resisting Synthesis section has references to Brook and Arroyo. The Resisting Codification section has references to all of them, and brings in Rice and Shipka. I put this section last because it was the one idea that runs through all of the stuff I read.

Now I had a clear structure in place (four elements of choric invention) to read Maira Kalman’s work (and then to ask my students to consider in creating video remediations of their experiences in historic/affective spaces).

The point of the long story is this: whether you are writing a social/scientific research paper or a humanities scholarly analysis, you need to organize your lit review around ideas, not around names or articles (and researchers and scholars have names. Don’t write “this article” in an annotation or research paper).

Working with Sources in the Text

First, some review. I shared this way back in the beginning of class, but, as you prepare to draft your papers, it is likely time to revisit it.

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