Showing posts with label technical blather. Show all posts
Showing posts with label technical blather. Show all posts

Tuesday, May 31, 2022

Too Much Information -- and Not Enough

Ran into a technical writing problem in the wild this morning.

Well, part of it may be a design problem. But I think I can safely shoehorn technical writing into the mix, as we're dealing with a design that's trying to present too much information.

First, a little background.

I play Seaport, a relatively addictive game developed by Pixel Federation on my Kindle. Whether or not this is a game for you isn't part of this blog post, so if that's what you want to talk about, move along.

The designers of the game recently updated a few items, including the screen that shows up when you wish to dispatch one of your ships to a destination to pick up or drop off supplies. Here's the screenshot of the redesign:

I wish I had a before shot to share as an example of how the design used to work compared to the redesign where I feel like they're offering too much information at once. I think I can see the utility of the information they're presenting now, but in my opinion -- and for my old eyes -- they're trying to make this screen do too much.

First, I don't have a screenshot of the Before Times, because I took it for granted. But simply put when you tap on a destination for one of your ships, it displayed the following information based on your goal in going there:

1. If you were going to pick up supplies, it either gave you a short list to scroll through so you could decide what supplies you wanted to pick up, or if it was a one-supply depot, just a display of how much that particular ship could pick up.

2. If you were going to deliver supplies, it gave you a tally of how much of the supply you've already delivered, how much yet to deliver, and how much the current ship you were dispatching could carry. It would also show how much of the supply you had on hand to deliver.

They call it New Ship Flow, and are clearly happy about it. Players -- at least those commenting on the forums -- are not. It appears to be better accepted by those who play on PCs, but for us mobile gamers, the changes are just too much because they reduce the size of everything.

Now it's cluttered up with the scrolling menu of ships. I suppose -- I haven't tried the functionality yet -- that it offers you the choice to dispatch more than one ship without having to exit the screen. It appears you can also cancel a ship voyage if you catch it in time in order to dispatch that ship to a new location.

It's all potentially valuable things to do. But it makes the screen more cluttered. The type and pictures are smaller, harder for my old eyes to see. Thus presenting too much information that's hindering what I want to accomplish on the screen.

The update has introduced other mistakes, but they appear to be mistakes in design, not in writing, or deciding what information to present on the screen. To their credit, the game developers are listening.

This might be a good example of the perils of designing across multiple platforms, but a good technical writing look at this might have identified the problems before they went live.

Tuesday, April 16, 2019

The Usborne Spy's Guidebook -- A Fantastic Feat in Technical Writing

It should be pointed out, makers of spy movies – particularly for kids – the Usborne Spy’s Guidebook does not once mention dangling from nearly-invisible wires as a method of infiltration. Nor does it mention bombs, guns, explosions, or any of the other things that tend to get Hollywood producers and Beavis and Butthead excited when they think of the movies.

Instead, the guidebook is filled with codes – including what they call the Pig-Pen, which I used as a kid because my mother showed it to me (I naively thought she made it up and that I would henceforth be able to send secret messages without any chance of being discovered) – disguises, trail markers and other more mundane bits of spycraft that a clever kid could reproduce if he had enough friends interested in playing real-world Spy vs. Spy.

Yes, it is indeed a book for kids. But for someone like me who is mildly interested in the world of spies thanks to things like The Conet Project, it was fun to read. Enough to see a glimpse of the spy world without getting too muddy. And certainly enough to keep kids – and willing adults – busy with their own spycraft should the mood arise.



There seem to be quite a few editions and iterations of this book – with one going for $104 currently on Ebay. So maybe this is a luckier 50 cent thrift store find than I originally thought. (The price does appear to be an outlier, as Ebay also has copies available for $4; there might be something I’m missing about the more expensive version.

To go on a different tack for just a moment -- I marvel at this book as a feat in technical writing. The text is crisp, the descriptions are clear, and where an illustration is needed you don't have to go looking for one because it's right there. A casual reader might breeze through this book and not think much about its construction, but since I have my technical writing hat on I'm marveling at how they pulled everything together. You could hand this book to an eight-year-old or an eighty-year-old willing to learn and they could master these spy techniques pretty quickly. The book even includes activities disguised as games where the reader can apply what's being taught.

Sunday, August 13, 2017

Technical Writing Exercise No. 2,908: Be Mysterious.

Technical Writing Exercise No. 2,908: Be Mysterious.
1. Print a 3x5 warranty registration card for a product in two languages, so the print is in approximately 8 point type (I've misplaced my pica pole, or I'd be able to tell you exactly).

2. Ensure the print is made even smaller by including, in two languages, a copyright notice for the logo of the company company that owns the company for which the product is branded, and the logo of the branded company as well.

3. Conveniently print the return address and "place stamp here" on the reverse side of the card.

4. Inconveniently require your customer to "include" a copy of the receipt for the product they're attempting to register, thus negating the convenience of printing the return address on the obverse.

5. Put the UPC symbol on the bottom of the box into which the device and its associated cords won't fit because the buyer wasn't there for the unboxing, thus causing all of the as-yet unwarranted parts to fall out onto the floor, and then REQUIRE the buyer copy the UPC number onto the card (in 8-point type because that's all the space the buyer's got EVEN THOUGH the UPC number is printed on the copy of the receipt the buyer has to include with the mail-in card).

Sunday, June 29, 2008

Back by Unpopular Demand . . . My SL Paper

Tipping the Balance:

Despite the hype, virtual worlds offer chances for professional communicators – if we're ready to take them

Brian Davidson (Second Life avatar, Jacob Rabinowicz)

We’ve heard it all before.

Back in 1961, then chairman of the Federal Communications Commission Newton N. Minow gave his famous “vast wasteland” speech in regards to the content of television:

“When television is good, nothing –not the theater, not the magazines or newspapers – nothing is better. But when television is bad, nothing is worse. I invite you to sit down in front of your television set when your station goes on the air and stay there for a day without a book, magazine, newspaper, profit-and-loss sheet or rating book to distract you –and keep your eyes glued to that set until the station signs off. I can assure you that you will observe a vast wasteland.”

Today, as professional communicators explore virtual worlds – notably, Second Life – as potential 21st-century venues for professional collaboration, training, simulation and other work activities, much the same is being said about these worlds as Minow said about television – with the added wrinkle that, barring a power failure, network breakdown or server blow-up, these virtual worlds never sign off.

If we see these potentials in Second Life and other virtual worlds, it’s up to us to work through these worlds’ weaknesses to demonstrate that potential to those who hold the purse strings. We have to seize upon our professional interest in these worlds to tip the balance from vast wasteland to public interest.

Second Life and other virtual worlds do indeed have their weaknesses:



They

gobble

hardware

Calling for graphics cards, computer memory and Internet bandwidth that companies may balk at providing. According to Reuters, while Linden Labs, creators of Second Life, brag that only between 2 and 4 percent of the virtual world's regions deliver less than 35 frames per second as of December 2007, the average user has seen performance decline from 13.5 fps in April 2007 to 12.3 fps in December 2007. Linden Labs defines anything below 20 fps to be “very slow and laggy.” The slow frame speeds are due to end-user hardware not being up to Second Life's demands.



They offer temptation

Companies are already concerned about lost production time to the Internet in general; introducing virtual worlds to the world of work might seem an open invitation to goofing off. In the past three years, surveys conducted by Salary.com and AOL of an average of 2,500 bosses and employees per year show at least 43 percent of respondents admit to using the Internet for personal use while at work, marking the Internet as their primary time-waster. They also admit to wasting nearly two hours a day at work doing non-work tasks.


They’re the Wild West

The United States government ordered casinos operating in Second Life to shut down in July 2007, as on line gambling is illegal. Time magazine also says German officials are investigating allegations that traffickers in child pornography are using Second Life to exchange explicit material.


They’re unpredictable

In 2007, the so-called Second Life Liberation Army set off virtual nuclear devices near Second Life corporate stores operated by American Apparel and Reebok and also virtually gunned down American Apparel shoppers in a separate incident. According to Time, American Apparel and Starwood Hotels pulled out of substantial investments in Second Life in 2007, citing “low traffic and raunchy behavior.”


They're sparsely populated

In 2007, Linden Labs reported 2.3 million registered members – a number which increased to 8.7 in 2008. The number of active users, however – those who use Second Life more than just once a week – has lagged. In 2003, the number of active users was estimated by Linden Labs and outside consultants at between 200,000 and 230,000; in 2008, it has climbed – but only to 600,000.

These worlds’ greatest weakness, however, when it comes to applying them in the workplace, may simply be that there are other ways to use the Internet to bring people together to collaborate that companies already have – e-mail, wikis, voice and video conferencing, the simple telephone.

But we would be well to heed what Minow said in 1961 about novelty and its power.

The television industry in 1961, Minow said, possessed “the most powerful voice in America. It has an inescapable duty to make that voice ring with intelligence and with leadership. In a few years, this exciting industry has grown from a novelty to an instrument of overwhelming impact on the American people. It should be making ready for the kind of leadership that newspapers and magazines assumed years ago, to make your people aware of the world.”

Today, the Internet wields that power. Second Life and similar virtual worlds, though novelties now, are part of that disparate Internet world where the vast wasteland is battling with the public interest in the form of universities offering classes, businesses recruiting new hires, doctors working with patients in virtual rehabilitation and, somewhere I’m sure, professional communicators meeting, collaborating, working and celebrating when their work is done.

In a small way, I’ve participated in such an inroad. In pursuing a masters degree in technical writing from Utah State University, I took a course in the summer of 2008 with about a half dozen other students, in which we took a look at Second Life and how it could be used in our profession.

We started with two Second Life premises: One group would build virtual furniture and a virtual office we and others could use in Second Life for our meetings. The furniture and office were built in sandboxes – areas in Second Life set aside for building experimentation, free of charge. The other group, of which I was a member, would create in-world and real-world advertising for the furniture group, pulling together elements of Second Life as well as real life, including the use of real-life, formatted documents the furniture group could exchange and explore as they sought out ideas on what kinds of furniture to build next.

Ours was not a flawless exploration, nor did we find a virtual world free of flaws that inhibit professional use of virtual worlds. Second Life, for example, offers no easy way to exchange formatted documents, and even makes bringing computer slide shows and videos into the world a bit more difficult than it should be. As Second Life’s many critics have pointed out, there are simply easier ways to do these kinds of things – either through a group wiki or Web site, using the services of Web sites such as issuu.com to post and exchange documents or merely picking up the phone or sending an e-mail to collaborate. “It could just be me, but I don’t see the usefulness of [Second Life,]” writes John Sheesley, a section editor at Tech Republic, a popular news and discussion Web site for those in tech-related industries. “I’m not sure what you can do with such a thing that you couldn’t do with just a conference call or NetMeeting,” he continues. “Maybe someone who’s more used to or comfortable with virtual worlds would find it beneficial, but I sure don’t get it.” And more: “You can run seminars and symposiums in Second Life. But why going to a seminar or meeting as an avatar is a good idea is beyond me,” writes Simon van Wyk at hothouse.com.au, an Australian web marketing blog. “People have been running these types of meetings for years using a range of tools. Webcasting, Netmeeting, IRC - these are important and they have shaped the Internet and our usage and expectations. Second Life just makes this harder to get to.”

We found, however, that behind the novelty, there are advantages as well, and that “getting it,” as Sheesley identifies as imperative, takes more than just experimentation with virtual worlds. Additionally, critics often forget that technologies like webcasting and Netmeeting were new once, too.

In some ways, I found Second Life to be more liberating than other collaborative tools I've used – from Basecamp to iVisit. I am, for example, generally a shy, inhibited person. If I can avoid using the telephone, I’ll do so. Collaborating with me over the phone is a painful experience. But as our group met in Second Life to discuss our project, that wall vanished. I chatted easily with my group members. We accomplished much in a short amount of time because Second Life allowed us to meet together, exchange ideas and collaborate with a second class group. Our project involved creating a communication and advertising campaign for another class group, which was designing and building Second Life furniture. Our group worked around some Second Life limitations, specifically the inability to create information-rich documents in Second Life itself. We, like many other Second Life residents, used current document-sharing methods, such as e-mail and posting documents to common servers where the entire team could read and comment on them.

As we worked, however, we discovered the process of collaborating in Second Life to be more valuable than the end products (the furniture and advertising campaign). That we worked together in Second Life to plan our various project elements helped remove Second Life from the world of novelty into the world of utility. Second Life allowed us to create a social environment – a critical point in a successful collaborative work environment, according to Nardi and Whittaker who advise focusing on “not what people communicate about, but [on] how they create a social environment in which they can communicate at all.”

There are many ways we could have communicated as we worked on our various projects, ranging from e-mails to messages exchanged in our on line classroom. We naturally sought out, however, the continuity of face-to-face conversations in Second Life (focusing on shared content and culture as we went about our virtual work, as recommended by Watson-Manheim, Chudowba and Crowston in “Discontinuities and continuities: a new way to understand virtual work”).

In other words, we sought out the sociability we could build in Second Life. “Face to face communication supports touch, shared activities, eating and drinking together, as well as informal interactions and attention management,” Nardi and Whittaker write. “We argue that these activities are crucial for sustaining the social relationships that make distributed work possible.” We didn't necessarily eat and drink together while in Second Life, but that we could all socialize and work in a single environment even though we were widely dispersed by geography and also experience is a wonderful testament to working in a virtual world. In our own brief excursion into Second Life, for example, we found:

  • A group of people determined to use Second Life to collaborate and work in a professional manner can do so, without interruption from any in-world distraction.

  • The Second Life learning curve, feared by many, does not necessarily apply. Even in our small class of about a half dozen, we had enough people who could learn how to build Second Life objects, recognize how Second Life could interact with other Web applications and how Second Life could function as a professional space at minimal or no cost to accomplish our work goals.

  • We created an example of professional collaboration in Second Life we could show our real-life employers.

What may be most important about virtual worlds like Second Life is that they add to the variety of Internet-based tools we have at our disposal to make collaboration and the exchange of ideas simpler and more satisfying. Rather than fretting about composing an e-mail or memo, we simply met in Second Life and talked to each other, as we might over the telephone or beside the water cooler, taking advantage of the natural flow of conversation to guide us as we worked and to inspire us to take new directions we might not have considered had we been working though e-mail or other means, where communication is not done in real-time.

Continued development of virtual worlds may further contribute to those real-time exchanges. Studies such as the Metaverse Roadmap, conducted by the Acceleration Studies Foundation, could fuel further technological synergies, as long as the necessary hardware lies within the grasp of the average knowledge worker.

The foundation surveyed information technology experts and frequent Internet users to find out what they believe about the future of such technologies. The respondents predict that the “Metaverse,” a term taken from Neal Stephenson’s 1993 novel Snow Crash, which describes a virtual world in which people interact, learn and socialize as much as they do in the real world, will primarily be used for social interaction and communication, but that growing numbers of people will use such environments to earn money, to learn and even to exercise, as the growing phenomenon of the Nintendo Wii has already demonstrated. The study also explores how 3D technologies (such as Google Earth), virtual worlds (such as Second Life) and other computer applications ranging from animation to artificial life could shape the Internet in the future.

The roadmap also sees future utility in merging virtual worlds with the real world – or at least the real world in the form of Google maps and similar services. The future could see virtual avatars wandering Google Maps’ real streets, holding virtual meetings with real people in real representations of real places. “In time, many of the Internet activities we now associate with the 2D Web will migrate to the 3D space of the Metaverse,” the roadmap’s authors write. “This does not mean all or even most of our web pages will become 3D, or even that we’ll typically read web content in 3D spaces. It means that as new tools develop, we’ll be able to intelligently mesh 2D and 3D to gain the unique advantages of each, in the appropriate context. Like the Web, the Metaverse wouldn’t be the entirety of the Internet – but like the Web, it would be seen by many as the most important part.”

Today, that potential lies mostly untapped in virtual worlds, just as 25 years ago, the novelty lay in those new-fangled inventions, e-mail and the World Wide Web. They may appear weird and appealing only to a few – but that’s the same way many felt when CBS news began broadcasting Internet URLs along with their news stories. As time goes on, perceptions – and usefulness – change. Second Life has the potential to be either a western or a symphony – or a happy mixture of both, where those who want to be informed can gather just as easily as those who want to be entertained – and gather in ways that keep the professional decorum some seek.

The best way to do that may simply be to explore Second Life and use it professionally. Why wait, all explorers may say, when you can be the vanguard? Most of my fellow classmates, going into this virtual world, had doubts to its use. Eight weeks after entering Second Life, some of those doubts still exist. We’re skeptical that Second Life can be anything more than, as many critics on the Web have described it, a 3D chat room. But it seems premature to write Second Life off completely. Here are a few suggestions of what we can do as professionals to demonstrate to ourselves and others that Second Life and other, similar virtual worlds, have some potential:


Find other like-minded souls, both in real and virtual world

I, for example, have joined a Colorado Springs, Colo.-based group of professionals – ranging from teachers to writers to administrators – who are exploring how they and their companies can use Second Life as a communication and collaboration tool. Aside from its Second Life presence, the group maintains a website where members may exchange messages and ideas on how they're using Second Life in their professional environments.



Get deeply into the virtual world

This implies not necessarily settling in with virtual property, but rather finding people with similar professional interests in Second Life, starting a Second life group meant to attract like-minded individuals, and taking opportunities to participate in professional uses of Second Life, even if those uses at the time don't fit in with your particular career or company. I have spent time talking with people at the Jet Propulsion Laboratory's Second Life Island, and have participated in a few events there, focusing on recent successes in NASA's remote explorations of Mars. Though the gatherings aren't particularly oriented towards professional communicators, they provide ample example of how the site can be used professionally.


Get off the hype and onto the evidence

Find individuals within your own company who are interested in exploring Second Life's potential. Examine that potential together – outside regular working hours – and document it through the videos, photos and chat transcripts Second Life allows you to produce, so when you go to your employer formally to show how Second Life could be used in your workplace, you have the evidence to back up your claims.

Virtual worlds may be a novelty at the moment – but so was television. So was the Internet. As professional communicators, we could play a hand in easing Second Life and other virtual worlds past that novelty and turning it into “an instrument of overwhelming impact,” echoing Minow’s words about the potential of television, so many years ago.

A Few Professional Spaces

Jet Propulsion Laboratory

First, stroll through JPL and NASA's virtual space flight museum, which heavily features models and information on remote explorers and satellites currently plying the mysteries of the planet Mars. More importantly, attend one of JPL's regularly-scheduled meeting, which attract amateur space enthusiasts and professionals willing to discuss the ins and outs of the American space program.

SLURL (Second Life Uniform Resource Locator) : http://slurl.com/secondlife/Explorer%20Island/183/151/23.

Book Island Publishing Village

Second Life has a surprisingly strong population of publishers looking to find the next great novel, and many of them have gathered in this village, setting up storefronts where they sell books and offer contacts to budding writers.

SLURL: http://slurl.com/secondlife/Book%20Island/222/213/36

IBM Virtual Business Center

IBM has perhaps one of the largest corporate presences in Second Life, and is using the space for on line meetings and as a demonstration of how to integrate thousands of existing company Web sites into a 3D environment.

SLURL: http://slurl.com/secondlife/IBM%20Business%20Center////

Tuesday, June 17, 2008

Professionalism and Second Life

Tipping the Balance:

If professional communicators see potential in virtual worlds like Second Life, it’s up to us to demonstrate that potential and help pull these worlds back from the Internet’s vast wasteland

Targeted for Intercom magazine

Brian Davidson
(Second Life avatar, Jacob Rabinowicz)

We’ve heard it all before.

Back in 1961, then chairman of the Federal Communications Commission Newton N. Minow gave his famous “vast wasteland” speech in regards to the content of television:

“When television is good, nothing –not the theater, not the magazines or newspapers – nothing is better. But when television is bad, nothing is worse. I invite you to sit down in front of your television set when your station goes on the air and stay there for a day without a book, magazine, newspaper, profit-and-loss sheet or rating book to distract you –and keep your eyes glued to that set until the station signs off. I can assure you that you will observe a vast wasteland.”

Today, as professional communicators explore virtual worlds – notably, Second Life – as potential 21st-century venues for professional collaboration, training, simulation and other work activities, much the same is being said about these worlds as Minow said about television – with the added wrinkle that, barring a power failure, network breakdown or server blow-up, these virtual worlds never sign off.

If we see these potentials in Second Life and other virtual worlds, it’s up to us to work through these worlds’ weaknesses – both real and perceived – to demonstrate that potential to those who hold the purse strings. We have to seize upon our professional interest in these worlds to tip the balance from vast wasteland to public interest.

Second Life and other virtual worlds do indeed have their weaknesses:

• They gobble hardware – calling for graphics cards, computer memory and Internet bandwidth that companies may balk at providing.
• They offer temptation – companies are already concerned about lost production time to the Internet in general; introducing virtual worlds to the world of work might seem an open invitation to goofing off.
• They’re obscure – Mention Second Life, The Sims Online, or Active Worlds, and you get a blank look from many over 30.
• They’re unprofessional – Those who have heard of these worlds are likely familiar with pop culture mentions on Jon Stewart’s The Daily Show, or new stories about Second Life gatherings being interrupted by penis storms. Sexually-oriented businesses, ranging from soft-core pornography to sites where avatars – computer representations of Second Life users – may engage in simulated sex are among the world’s most popular sites, seemingly stimulating Second Life’s growth as pornography stimulated the growth of AOL’s early dial-up Internet services and the triumph of the VHS videocassette format over Betamax.
• They’re unpredictable and somewhat anti-corporate. (Example: the so-called Second Life Liberation Army set off virtual “nuclear devices” near Second Life corporate stores operated by American Apparel and Reebok in an attempt to convince Linden Labs, the San Francisco-area company that created Second Life, to allow Second Life citizens the right to vote on in-world activities.)
• They’re misperceived – They’re games, aren’t they? Or, at best, a novelty. Second Life may give you a chance to walk around a virtual Paris circa 1900, offer a virtual NASA space flight museum and the chance to stroll a virtual Dublin – one of Second Life’s most popular spots – where you can virtually dance and virtually enjoy drinks in a virtual Irish pub. It all sounds like Jerry Seinfeld’s TV show: A place in between places, a place about nothing at all.

These worlds’ greatest weakness, when it comes to applying them in the workplace, may, however, simply be that there are other ways to use the Internet to bring people together to collaborate that companies already have – e-mail, wikis, voice and video conferencing, the simple telephone.

But we would be well to heed what Minow said in 1961 about novelty and its power.

The television industry in 1961, Minow said, possessed “the most powerful voice in America. It has an inescapable duty to make that voice ring with intelligence and with leadership. In a few years, this exciting industry has grown from a novelty to an instrument of overwhelming impact on the American people. It should be making ready for the kind of leadership that newspapers and magazines assumed years ago, to make your people aware of the world.”

Today, the Internet wields that power. Second Life and similar virtual worlds, though novelties now, are part of that disparate Internet world where the vast wasteland – in the form of twaddling, mundane conversation, senseless commercialization and mass attacks by giant virtual penises – is battling with the public interest – in the form of universities offering classes, businesses recruiting new hires, doctors working with patients in virtual rehabilitation and, somewhere I’m sure, professional communicators meeting, collaborating, working and celebrating when their work is done.

In a small way, I’ve participated in such an inroad. In pursuing a masters degree in technical writing from Utah State University, I took a course in the summer of 2008 with about a half dozen other students, in which we took a look at Second Life and how it could be used in our profession.

We started with two Second Life premises: One group would build virtual furniture and a virtual office we and others could use in Second Life for our meetings. The furniture and office were built in sandboxes – areas in Second Life set aside for building experimentation, free of charge. The other group, of which I was a member, would create in-world and real-world advertising for the furniture group, pulling together elements of Second Life as well as real life, including the use of real-life, formatted documents the furniture group could exchange and explore as they sought out ideas on what kinds of furniture to build next.

Ours was not a flawless exploration, nor did we find a virtual world free of flaws that inhibit professional use of virtual worlds. Second Life, for example, offers no easy way to exchange formatted documents, and even makes bringing computer slide shows and videos into the world a bit more difficult than it should be. As Second Life’s many critics have pointed out, there are simply easier ways to do these kinds of things – either through a group wiki or Web site, using the services of Web sites such as issuu.com to post and exchange documents or merely picking up the phone or sending an e-mail to collaborate.

We found, however, that behind the novelty, there are advantages as well. I am, for example, generally a shy, inhibited person. If I can avoid using the telephone, I’ll do so. Collaborating with me over the phone is a painful experience. But as our group met in Second Life to discuss our project (discussed in full here:)



that wall vanished. I chatted easily with my group members. We accomplished much in a short amount of time because Second Life allowed us to meet together, exchange ideas and collaborate with a second class group.

We also discovered the process – collaborating in Second Life – more valuable than the end products (the furniture and advertising campaign). That we worked together in Second Life to plan our various project elements helped remove Second Life from the world of novelty into the world of utility.

Thus enters the public interest of Second Life and other virtual worlds – much as it entered the world of television when Minow gave his famous speech. “Ours has been called the jet age, the atomic age, the space age. It is also, I submit, the
television age,” Minow wrote. “And just as history will decide whether the leaders of today's world employed the atom to destroy the world or rebuild it for mankind's benefit, so will history decide whether today's broadcasters employed their powerful voice to enrich the people or to debase them.”

The same will be said of the Internet, and of virtual worlds like Second Life.

Second Life and other virtual worlds will join the realm of public interest when those who participate there find ways to make it so. In our own brief excursion, we found:

• A group of people determined to use Second Life to collaborate and work in a professional manner can do so, without interruption from any in-world distraction, be it an unruly avatar or animated genitalia.
• The Second Life learning curve, feared by many, does not necessarily apply. Even in our small class of about a half dozen, we had enough people who could learn how to build Second Life objects, recognize how Second Life could interact with other Web applications and how Second Life could function as a professional space at minimal or no cost to accomplish our work goals.
• We created an example of professional collaboration in Second Life we could show our real-life employers.

What may be most important about virtual worlds like Second Life is that they add to the variety of Internet-based tools we have at our disposal to make collaboration and the exchange of ideas simpler and more satisfying.

The Metaverse Roadmap, a study conducted by the Acceleration Studies Foundation, has the aim of predicting how 3D technologies (such as Google Earth), virtual worlds (such as Second Life) and other computer applications ranging from animation to artificial life will shape the Internet in the future.

The foundation surveyed information technology experts and frequent Internet users to find out what they believe about the future of such technologies. The respondents predict that the “Metaverse,” a term taken from Neal Stephenson’s 1993 novel Snow Crash, which describes a virtual world in which people interact, learn and socialize as much as they do in the real world, will primarily be used for social interaction and communication, but that growing numbers of people will use such environments to earn money, to learn and even to exercise, as the growing phenomenon of the Nintendo Wii has already demonstrated.

The roadmap also sees future utility in merging virtual worlds with the real world – or at least the real world in the form of Google maps and similar services. The future could see virtual avatars wandering Google Maps’ real streets, holding virtual meetings with real people in real representations of real places. “In time, many of the Internet activities we now associate with the 2D Web will migrate to the 3D space of the Metaverse,” the roadmap’s authors write. “This does not mean all or even most of our web pages will become 3D, or even that we’ll typically read web content in 3D spaces. It means that as new tools develop, we’ll be able to intelligently mesh 2D and 3D to gain the unique advantages of each, in the appropriate context. Like the Web, the Metaverse wouldn’t be the entirety of the Internet – but like the Web, it would be seen by many as the most important part.”

Minow saw that potential, mostly untapped, in television. “I believe that the public interest is made up of many interests,” Minow wrote and said back in 1961. “You will get no argument from me if you say that, given a choice between a western and a symphony, more people will watch the western. I like westerns too, but a steady diet for the whole country is obviously not in the public interest. We all know that people would more often prefer to be entertained than stimulated or informed. But your obligations are not satisfied if you look only to popularity as a test of what to broadcast. You are not only in show business; you are free to communicate ideas as well as relaxation.”

Today, that potential lies mostly untapped in virtual worlds. They may appear weird and appealing only to a few – but that’s the same way many felt when CBS news began broadcasting Internet URLs along with their news stories. As time goes on, perceptions – and usefulness – change. Second Life has the potential to be either a western or a symphony – or a happy mixture of both, where those who want to be informed can gather just as easily as those who want to be entertained – and gather in ways that keep the professional decorum some seek.

The best way to do that may simply be to explore Second Life and use it professionally. Why wait, all explorers may say, when you can be the vanguard? Most of my fellow classmates, going into this virtual world, had doubts to its use. Eight weeks after entering Second Life, some of those doubts still exist. We’re skeptical that Second Life can be anything more than, as many critics on the Web have described it, a 3D chat room. But it seems premature to write Second Life off completely. While we still have doubts, we also experienced glimmers of inspiration and vision – one class member met a woman who helped a group set up a Second Life area used to rehabilitate people who had suffered strokes. Others attended Second Life Alcoholics Anonymous meetings. Myself, I encountered many people sincere in the belief that valuable work can be done in Second Life, from discussions on NASA’s Mars Phoenix Lander to poets who joined together to write poems for hire.

Virtual worlds may be a novelty at the moment – but so was television. So was the Internet. As professional communicators, we could play a hand in easing Second Life past that novelty and turning it into “an instrument of overwhelming impact,” echoing Minow’s words about the potential of television.

Monday, June 16, 2008

A Virtual Vast Wasteland



The next week and a half will wind up the class I'm taking that involves Second Life. The last project: A paper that explores how Second Life could address (or, I suppose, compound) a technical communication problem/situation I've encountered in real life. At this point, I'm not sure where my paper will go (a draft is due Thursday, help). But I keep thinking back to this Dutch Kit-Kat commercial, and former FCC Chairman Newton N. Minow's "vast wasteland" speech concerning television in 1961:

When television is good, nothing -- not the theater, not the magazines or newspapers -- nothing is better. But when television is bad, nothing is worse. I invite you to sit down in front of your television set when your station goes on the air and stay there for a day without a book, magazine, newspaper, profit-and-loss sheet or rating book to distract you -- and keep your eyes glued to that set until the station signs off. I can assure you that you will observe a vast wasteland.

The same, I'm afraid, can be said for Second Life, except that the programming is more varied -- extremely good or extremely poor -- and it never shuts off. So if I don't know the direction the paper will go, at least I know the tone. Which, in retrospect, won't be as grim as this sounds. When Mr. Minow gave his speech, people (likely with the help of journalists) latched on to the "vast wasteland" sound bite, rather than focusing on the "public interest" he hoped to convey in his speech. He was vilified in the industry for making fun of the quality of television -- Sherwood Schwartz, producer of Gilligan's Island, named the S.S. Minnow after Minow as a comment on his perceived elitist trash talking. But Minow really did want people to remember the public interst portion of his speech more than anything else:

The television industry then, Minow said, “possesses the most powerful voice in America. It has an inescapable duty to make that voice ring with intelligence and with leadership. In a few years, this exciting industry has grown from a novelty to an instrument of overwhelming impact on the American people. It should be making ready for the kind of leadership that newspapers and magazines assumed years ago, to make your people aware of the world.”

He wanted television to take that power and use a portion of it to claim the high ground. That, in some ways, has happened. In many ways, it has not.

The same can be said now of the Internet, which wields the same kind of power television once weilded, as Minow outlines. On the Net, we see both the highbrow and the lowbrow. I think he'd agree today that the public interest versus the vast wasteland of the Internet is being ignored, much as it was in television's era.

Tuesday, June 10, 2008

Second Life, Real Life

The following is a paper I've written for one of my technical communication classes, on how a business (in this case, a Second Life furniture-making business) can use the real world (or as real as the Internet gets) in complement with their Second Life presence to organize documentation and ideas internally while advertising externally.

I am such a genius

Wile E. Coyote

Wednesday, June 4, 2008

Help! Help! I'm being repressed!

I may not be cut out for formal report writing.

This is a good thing.

To each his own, I say. And if my own isn’t dry as toast formal writing, report writing, abstracts and summaries, so be it.

It all started when I used a metaphor to help compare two summaries in an essay I had to write for my formal report writing class. Note I say “had to write.” The other writing I’ve done for other classes hasn’t felt like writing. It’s been fun. This class, it feels like writing, so help me. You can read my full essay here, using this really nifty file-sharing tool I found while researching stuff for my Second Life class. It’s called issuu.com.



Besides the stupid name, the service is great. They offer space to post documents online so they can be read there or posted to blogs. I’ve so far used it for private documents, though I’m befuddled that some of these documents are showing up as being read. Maybe people can still read them. Well, obviously they can. I’m using it because they let you post PDFs online – which most other online document repositories won’t let you do, for some reason I can’t fathom.

Anyway, my professor Dr. Shook didn’t much like how the metaphor got in the way of his reading of my assignment. Oh well. I still got full points for it, probably because he’s tired of dealing with me. I just don’t see why formal has to equal dull, which it does in spades in most of the formal papers I’ve read. I know there’s a place for dullness, but I believe if there’s a metaphor or artistic device that can help a reader understand an interpretation, we use it. I know not everyone thinks that way. I’ve suffered under the journalism teachers who pondered how fiction writers do what they do because “they have to make it all up.” I thought that was the point. But as I am fond of saying, I am no genius. I do not know the atlas.

Yes, I'm having a ball with this issuu.com feature. And the blog in general (as evidenced by all the junk I've been adding here lately. Perhaps it's a bit much. Just don't get me bored. . .

Thursday, May 22, 2008

Socialability Leading to Professional Work in Second Life

NOTE: This post is a short essay I wrote for one of my tech comm classes this week.

Nardi and Whittaker seem to have hit on a key component of establishing and nurturing useful, professional communication in virtual worlds like Second Life when they write “The creation and maintenance of communication zones involves two key processes: establishing social bonds that enable people to feel emotionally connected to one another, and managing ‘attentional contracts’ in which people agree (sometimes fleetingly) to pay attention to one another’s communications (page 4) ,” in their essay The Place of Face-to-Face Communication in Distributed Work.

I have noted that in the distributed environments in which I’ve worked, good communication hinges only secondarily on the necessity to exchange information, including small talk. I’m more willing to communicate – and communicate more honestly and openly – with co-workers with whom I’ve had positive social interactions, whether they take place inside or outside of work. Because our relationships with others tend to be dynamic rather than static, I agree with Nardi and Whittaker when they write that despite the advent of technology that makes distributed work easier, face-to-face communication remains “the most information-rich medium,” because “it is the surest way to establish and nurture the human relationships underlying business relationships (page 2).”

What is required is for technical communicators to think outside the box when it comes to using technology to create virtual (not literal) face-to-face communications that bring with them the social bonds and attentional contracts Nardi and Whittaker attribute to physical face-to-face meetings.

We’ve all experienced examples of virtual relationships establishing social bonds. For example, for the past two years, my wife and I have corresponded with a man in England, whom my wife first encountered when she responded to e-mails he sent to an archery equipment company she worked for. They built an easy e-mail friendship on mutual interests – she’d lived in England, both were interested in archery – that has been maintained and expanded, long past the time my wife quit working for the company where the initial contact was established. We have never met face to face, but through years of interacting via e-mail and with the occasional phone call, we have built a relationship that is “grounded in social bonding and symbolic expressions of commitment (page 2).” The symbolic expressions have gone beyond e-mails and phone calls to the exchange of gifts by mail, photo exchanges and ongoing letters to our eight-year-old son in which our English friend pretends to be Roddy from Flushed Away. We also maintain attentional contracts by responding to e-mails and listening to the mp3s and podcasts we exchange via e-mail, keeping up constant written correspondence that shows we care to listen to what the other has to say or share.


The same bonds, obviously, ought to be achievable in virtual worlds like Second Life, once users realize, like Tex Avery cartoon characters, that to truly interact that fourth wall (the screen) has to be broken. (A simple example: Droopy Dog is known for forever turning to the audience and exclaiming, in his sad voice, "You know what? I'm happy.") To tell the truth, I’ve been handicapped a bit in building social interactions in Second Life, but I’ve come to realize it’s not the technology that’s getting in the way – it’s the personality. It takes me a long time to make and maintain friendships in the real world, so I should not expect anything different in the virtual world. I should not get hung up on the fact that I’m having a difficult time with the shorthand communication that seems to be the norm in Second Life. I should, as Nardi and Whittaker recommend, focus on “not what people communicate about, but how they create a social environment in which they can communicate at all (page 3).” I can see now that my attempts to communicate with random strangers on Second Life were as fruitless as such attempts in the real world not because of the virtual environment, but because the social bonding and attentional contracting had not taken place.

Obviously, participants in our class’ Second Life meetings have found a way to create that social environment. Just in reading the discussions about that meeting in Blackboard have shown that Second Life does indeed have potential to bring people together socially to form those bonds necessary for work. The meetings seem to resemble a dinner Nardi and Whittaker write about: “The dinner was not a forum for exchanging business information; rather clients used the occasion to share details of the minor miseries of their work lives. It facilitated social bonding after the initial, task-focused pre-production meeting. As far as the work itself was concerned, that was already accomplished (page 10).” Obviously, if we could build on our sociality in Second Life, transmuting our interactions into a professional classroom setting, where we exchange ideas and information could also easily be accomplished. Rather than posting assignments such as this on Blackboard, we could just as easily exchange them with the virtual cards we’ve all received, giving us instruction on various Second Life aspects, much as Hiro and Juanita exchange information via cards in Snow Crash. With a little more practice and a stint at looking how Second Life could help us organize exchanged information, I can see how we could easily move our interactions from Blackboard to Second Life – barring the inherent difficulties with synchronous participation versus the advantages Blackboard’s asynchronous communication offers.

Many of us were critical of the DIVE approach to communicating and organizing – but upon further reflection, it’s clear how such organization could work to bring together the advantages of synchronous and asynchronous communication in a work setting. The possibilities, I see, are only opening.

Monday, February 11, 2008

A Document Designer Walks Into A Bar. . .

ALERT: The following is a longish essay I wrote for a technical writing course on readership analysis. Continue at your own discretion. There. I've got an audience bridge.

What Technical Communicators – and Comedians – Can Learn Through Audience Feedback

Comedians, like document designers, often work intuitively. A comedian sees a joke, a story, an action, in his mind. As he thinks it out, writes it out, tries it out, he imagines how the audience will react. Based on past audience reaction, most comedians have a pretty good idea whether a joke or routine will work – and what needs to be fixed when they know it’ll bomb. But comedians, like document designers, often see their intuition fail, or decide their creativity and ego are more important than pleasing their intended audience. In their pursuit of the perfect joke, their imagined audience was too forgiving, too tuned to the comedian’s style, too fictionalized to be real. Comedians, like document designers, often look past the flaws – perceived and unperceived – in their work to the audience they imagine will eat their stuff up.

The savvy comedian and document designer, then, know they’ve got to try out their new material and their creative risk-taking on real audiences before they declare success.

“Communicators who have observed someone trying to untie their tortured prose or decipher their ‘way cool’ layered typefaces are more likely to have a better sense of the moments in the creative process when they should resist their writer-centered or graphic designer-centered tendencies,” (161-2) writes Karen Schriver in her book Dynamics in Document Design. Intuitive approaches, Schriver rightly cautions, produce document designers that “ignore the very real fact that what people take away form text depends on their process of interpretation – processes which may differ from those of the document designer” (162). If the audience fails to interpret correctly what the comedian or document designer intends to communicate, the work that went into the routine or the document is wasted, serving perhaps as an example of what not to do in the future. Maybe the communicator viewed that “tortured prose” as a creative risk, a different or entertaining way to convey meaning. But creativity and entertainment cannot ensure the audience will understand the meaning conveyed or agree that the meaning has value.

Take, for example, Winters’ Tales: Stories and Observations for the Unusual, penned in 1987 by comedian Jonathan Winters. Winters, who rose from radio disc jockey jobs in and around Dayton, Ohio, to stardom on television and film in the 1960s, 70s, and 80s, is best remembered for his improvisational comedy and off-beat characters like Maude Frickert, an elderly widow as prone to talking about riding motorcycles and blowing up squirrels as she was prone to sitting in a rocking chair to chat about her knitting. Many of the stories in this 216-page book resemble the sketches and comedy afficionados viewed through his appearances on his own television shows, along with those of Jack Paar and Dinah Shore. In many stories, however, it is evident that Winters’ intuition into what his audiences expect and accept from him differ with what audiences (or at least the author of this piece) expect and accept from him. What will follow is not intended as a social or moral critique of Winters’ writing. Certainly his contemporaries skirted with innuendo or addressed fully issues such as sexuality and politics boldly and with great audience acceptance. What will follow, however, will show how Winters’ forays into such delicate areas in Winters’ Tales were ill-considered as far as his specific audience is concerned.

A quick trip through the desert of text readability tests will show that it isn’t Winters’ word choice, style or diction that gets in the way of audience interpretation or acceptance. To test Winters’ readability, I ran a 170-word excerpt from the story “A Well-Kept Secret” through a battery of readability tests, ranging from the Fleisch-Kincaid and Gunning Fog grade level tests to the Flesh reading ease test. The results of those tests are displayed in the table below.

Test
Score
Flesh Reading Ease
100
Flesch-Kincaid
2
Coleman-Liau
2.5
Gunning Fog
6.1
SMOG Index
6.9

A score of 100 on the Flesh Reading Ease Scale, for example, shows that Winters’ prose is easily readable, avoiding complex sentence constructions and long words. The excerpt, in fact, achieves the lowest score possible on the scale. The scores on the Fleisch-Kincaid and Coleman-Liau scales show the words in the excerpt should easily be understandable by the average second grader, while the Gunning Fog and SMOG indexes indicate a higher reading level may be necessary – but not much higher; needing that of only a sixth-grader to be comprehensible.

I have purposely avoided revealing the excerpted material until this point to demonstrate a few things. Firstly, my firm belief that readability tests are extremely limited when it comes to gauging true readability. While the short words and simple sentences in this excerpt may easily be understandable by a second-grader or a sixth-grader, a reading of the text quickly reveals situations that will immediately appear difficult for readers of that ability level to comprehend. Additionally, the audience familiar with Winters’ comedy will find the context to be jarring and out of place in what they anticipate, based on their past experiences with his film and television performances. Finally, my belief that in writing some of the stories included in this book, Winters misjudges his audiences’ potential interpretations through falsely imagining their reactions through an intuitive audience analysis.

Here is the excerpt:

And now I was Lilly! How long was I kidding the old man is anybody's guess. Suddenly I got up. “Forgive me, Wells, I must visit the powder room.” I came out a moment later wearing just a robe; I stood there looking at the old man. How much I loved my grandfather over the years. And now it had come down to this. Should I tell him the truth? Lay it all out there? It would break the old man's heart. I kept saying over and over to myself: “Why, in God's name did I ever send for this wonderful old man? What the hell did I have in mind. Son of a bitch.”
The old man turned around and gave an unusual look to Lilly. “You know, my dear,” Wells said, “in all my eighty-five years I've kissed a lot of women, you're the best! I mean that. Damn it to hell, I wish I was sixty-five again -- I'd show you one hell of a good time” (Winters, 24).


On the surface, this appears to be vintage Winters, right down to the swear words, which occasionally slipped into his films, but rarely into his improvisational or television comedy. A reading in context, however, shows that in this story in particular, Winters misreads his audiences’ expectations and potential interpretations. The character Lilly is Edward Wellington Marsh, a former Navy man turned homosexual and transvestite living in San Francisco. Wells is Wellington Gaines Marsh, Edward/Lilly’s grandfather. The excerpt comes just after Lilly and Wells have had a sexual encounter and just before Wells dies of a heart attack after he sees his conquest is, indeed, a man.

To this reader, it is unclear what interpretation Winters intends with this story. Does the grandfather’s death result from the revelation that his conquest was a man – without grandfather knowing the man is his grandson? It’s unclear – even after Winters reveals the grandfather has a picture in his wallet of his grandson in a Navy WAVE (a Navy female auxiliary) uniform, sent to him by one of Edward/Lilly’s “gay friends.” Or does grandfather die of shame, knowing full well he’s just had sexual intercourse with his own grandson? Where, the reader may well ask after reading this story, is the humor? I admit I expected to read something along the lines of Winters’ classic bits of “A Man Under Pressure,” but I expected it to be similar to his schtick of imbibing airline pilots or trigger-happy policemen, comical caricatures, as opposed to a man pondering the death of his grandfather after a sexual encounter.

Winters has approached the topic of homosexuality in his comedy before. A quick perusal of Jonathan Winters: The Madman of Comedy, an hour-long video of Winters’ sketch comedy produced in 1994, shows no fewer than three clear references to homosexuality, ranging from a caricature (an effeminate high school football coach who’d rather draw pictures of duckies and bunnies on the chalkboard than diagram plays) to an improvisational bit with Art Carney, in which the pair take turns donning hats and playing with props to inspire their comedy:

Winters: Have you ever seen the Queen? What is she like?
Carney (wearing a monocle and speaking in a British accent): She’s a Queen.
Winters: Gives Carney an odd look, amid growing audience laughter.
Carney: Why is everyone laughing so? I don’t think it’s particularly funny.
Winters: Being a queen? (Goodtimes)

It’s clear in listening to the audience reaction that they understand the innuendoes in these situations. It’s clear by their laughter that they get Winters’ comedy and understand perfectly well the interpretation he intends to get across; the lower-case “Q” in Winters’ final response is clearly understood. Winters obviously sees a comedic opening when the audience begins to laugh at Carney’s “She’s a Queen.” He has instant feedback that his interpretation is exactly that of his audience.

Then the same audience turns to Winters’ Tales. They may well expect to find, in a book Winters wrote, that their expectations on such comedic innuendo will be met. Instead, the innuendo is dropped in favor of a rather explicit, painful story of a homosexual encounter between grandson and grandfather. While the audience easily accepts the innuendo in his sketch comedy, I’m doubtful a rendition of this story on stage would elicit the same audience response. I admit here that I am imagining to some extent the audiences’ reaction to Winters’ written story. On an individual basis, I’m sure, there are members of the Winters audience who fully accept Winters’ Tales as an extension of Winters’ comedy. It is telling, however, that Winters never attempted such a story in his sketch comedy. He knew his audience – be it from network censors to the “live studio audience” – would not accept such a story from the progenitor of Maude Frickert. Telling such a story in a written book, then, is a creative risk Winters was willing to take. In taking that risk, however, Winters misses the mark of his intended audience.

I believe this is more than a mater of opinion or a prudish rejection of homosexuality. Where the clash in the communicator’s intent and the audience’s interpretation lies in this situation is in expectations. Perception, writes Frank Smith in Understanding Reading, is a decision-making process. Smith adds: “the category system that is part of our theory of the world in our heads is essential for making sense of the world. Anything we do that we cannot relate to a category will not make sense; we shall be bewildered. Our categories, in other words, are the basis of our perception of the world” (Smith, 57). My Theory of Jonathan Winters includes innuendoes on homosexuality. But “A Well-Kept Secret” is bewildering because it does not fit into any Jonathan Winters Theory category that I have previously prepared. Smith cautions that our theories of the world are ever-changing, and that we need to either fix our theory as new information becomes available or reject/become bewildered by the information received. My Theory of Jonathan Winters includes categories for improvisational comedy, character comedy and amusing innuendo. I am unwilling to alter it to include a dumbfounding, humorless, and straightforward story of a homosexual encounter.

One might assume my bewilderment by “A Well-Kept Secret” is an isolated incident as far as the whole of Winters’ Tales goes; in other words, have I judged the 216 pages of the entire book by the 12 pages of this story? I have. That judgement, as explained earlier, comes from expectations. On the whole, Smith suggests that our ability to read any form of written communication is made easier when we can predict what comes next. That goes beyond anticipating what letters or words come next in a sentence to the overall tone and subject matter of a piece of writing. I set out reading Winters Tales predicting I would find more evidence of Winters’ oddball characters and silly sense of humor. That I found something different in some of the stories was bewildering.

I have evidence that this reaction is not steeped only in morals, but mainly in expectations. In reading James Elkins’ The Object Stares Back just prior to re-reading Winters’ Tales, I had fewer expectations outside of a notion that Elkins, as an art professor, likely was as odd as the art professors I recall from my college days. Because of limited expectations, Elkins’ many inferences to Freudian sexual intonations and the inclusion of two vivid photographs of female sexual anatomy though shocking, were not entirely unexpected. My theory of the world of art allows for the occasional nude image.

This brings us back to feedback-driven audience analysis versus intuition-driven audience analysis. While intuition does and can serve comedians and document designers well, it’s an ill-advised strategy to rely solely on intuition when one wishes to communicate effectively with an audience. “The key difference between intuition-driven models and feedback-driven models lies in how the image of the reader is built, on where ideas about the reader come from,” Schriver writes. “Intuitive models of readers spring from the document designer’s imagination, while feedback-based models derive from representations of real people” (161). As a comedian, Winters has easy access to feedback-driven audience analysis. He knows instantly if a joke, gesture, character or voice works as a comedic element, and knows when, on stage or in film, to tone back his creative risk-taking for the sake of keeping his audience. In a different genre of communication – a collection of written vignettes, that ability is muted, either in favor of the creative risk or through a flawed intuitive audience analysis in which Winters figures flights of creative fancy will be accepted by his audience.

Writers are allowed – and ought to be encouraged – to take creative risks. That axiom applies even in the world of technical communication, where one would expect that creativity would be only a small part of a genre more concerned with facts and clarity than anything else. A writer who can find a way to remain connected with his or her audience while taking those risks is a writer who guards the technical communicator’s exemplar: Audience first. The secret lies in finding balance between creativity and communication. “The writer frequently takes too much for granted, assuming that merely by speaking his mind he can change the readers,” write R.E. Young, A.L. Becker and K.L Pike in their essay Rhetoric: Discovery and change, as quoted in Schriver’s text. They continue: “If [the writer] fails, however, to utilize available bridges or to create new ones, his writing will not be effective. Thus it is not enough that bridges exist; they must be used – and therein lies much of the art of rhetoric” (163).

Elkins finds bridges – creating effective warnings in his text to alert the more sensitive reader that potentially offensive material will soon be in the offing. For example:

A painting by Gustave Courbert called The Origin of the World is a brightly lit scene of a woman’s crotch with her legs spread and one breast visible. There is a tangle of black hair and a small stripe of red labia (Elkins, 105).

The description Elkins offers is vivid and blunt. It serves various rhetorical functions. First, it allows Elkins simply to offer a description of the picture. Secondly, since this description appears with a parenthetic reference to the reproduction – which appears on the next page in the book – it offers readers a rhetorical bridge they may choose not to cross. Those who know they do not want to see the image can, for example, cover the image on the next page with a hand as they read the text on the next page. Those who want to see the image may see it. But Elkins offers a rhetorical bridge, as Young, Becker and Pike recommend, that allows readers to consider Elkins’ effective writing without being offended by the reproduction. A comedian like Jonathan Winters, expert in his genre of rhetoric, would have done well to consider offering such rhetorical bridges to his audience as he took creative risks in Winters’ Tales. Alas, he does not.

For the document designer, these examples communicate the necessity to pay special attention to rhetoric in achieving and retaining contact with the audience. Obtaining feedback from an audience actively participating in the document will afford communicators the opportunity to find out where additional rhetorical bridges are needed to keep the audience. Listening to an audience “caught in the act,” of reading a document, as Schriver describes it, is paramount for communicators who want to keep their audiences’ attention. No readability formula or intuitive reasoning can more effectively bridge the rhetorical gap between audience and communicator than communications with the audience.

Works Cited:

Schriver, Karen A., Dynamics in Document Design, 1997, John Wiley & Sons, New York.
Winters, Jonathan, Winters Tales: Stories and Observations for the Unusual,” 1987, Random House, New York.
– Jonathan Winters: The Madman of Comedy, 1994, Goodtimes Home Video, New York.
Smith, Frank, Understanding Reading, 1982, CBS College Publishing, New York.
Elkins, James, The Object Stares Back: On the nature of seeing, 1996, Simon & Schuster, New York.