Digital Rhetoric
James P. Zappen

Introduction to Digital Rhetoric/Digital Media

A. Issues in Rhetorical Theory

1. Rhetoric as Argumentation: "We are going to apply the term persuasive to argumentation that only claims validity for a particular audience, and the term convincing to argumentation that presumes to gain the adherence of every rational being." (28)

2. The Nature of Audience: "What formulation can we make of audiences, which have come to play a normative role, enabling us to judge on the convincing character of an argument? Three kinds of audiences are apparently regarded as enjoying special prerogatives as regards this function, both in current practice and in the view of philosophers. The first such audience consists of the whole of mankind [i.e., humankind], or at least, or all normal, adult persons; we shall refer to it as the universal audience. The second consists of a single interlocutor whom a speaker addresses in a dialogue. The third is the subject himself [or herself] when he [or she] deliberates or gives himself [or herself] reasons for his [or her] actions . . . . Each speaker's universal audience can, indeed, from an external viewpoint, be regarded as a particular audience, but it nonetheless remains true that, for each speaker at each moment, there exists an audience transcending all others, which cannot easily be forced within the bounds of a particular audience . . . . Hence the primordial importance of the universal audience, as providing a norm for objective argumentation, since the other party to a dialogue and the person deliberating with himself [or herself] can never amount to more than floating incarnations of this universal audience." (30-31)

Ch[aïm] Perelman and L[ucie] Olbrechts-Tyteca, The New Rhetoric: A Treatise on Argumentation, trans. John Wilkinson and Purcell Weaver (1958; Notre Dame, Indiana: University of Notre Dame Press, 1969), 28, 30-31.

3. The Structure of Argument: "Harry was born in Bermuda [D] So, presumably [Q], Harry is a British subject [C] Since A man [i.e., person] born in Bermuda will generally be a British subject [W] On account of The following statutes and other legal provisions [B] Unless Both his [or her] parents were aliens/he has become a naturalized American/ . . . [R]." (104-5)

Stephen Toulmin, The Uses of Argument (Cambridge: Cambridge University Press, 1958), 104-5.

4. Rhetoric as Monologue: "In rhetoric there is the unconditionally innocent and the unconditionally guilty; there is complete victory and destruction of the opponent. In dialogue the destruction of the opponent also destroys that very dialogic sphere where the word lives." (150)

M[ikhail] M. Bakhtin, "From Notes Made in 1970-71," in Speech Genres and Other Late Essays, ed. Caryl Emerson and Michael Holquist, trans. Vern W. McGee, University of Texas Press Slavic Series, no. 8. (Austin: University of Texas Press, 1986), 150.

5. Rhetoric versus Dialogue: "For any individual consciousness living in it, language is not an abstract system of normative forms but rather a concrete heteroglot conception of the world. All words have the 'taste' of a profession, a genre, a tendency, a party, a particular work, a particular person, a generation, an age group, the day and hour." (293)

M[ikhail] M. Bakhtin, "Discourse in the Novel," in The Dialogic Imagination: Four Essays, ed. Michael Holquist, trans. Caryl Emerson and Michael Holquist, 259-422, University of Texas Press Slavic Series, No. 1 (Austin: University of Texas Press, 1981), 293.

6. Rhetoric as Identification: "A is not identical with his [or her] colleague, B. But insofar as their interests are joined, A is identified with B. Or he [or she] may identify himself [or herself] with B even when their interests are not joined, if he assumes that they are, or is persuaded to believe so." (20)

Kenneth Burke, A Rhetoric of Motives (1950; Berkeley: University of California Press, 1969), 20.

7. Rhetoric as Transcendence: "The key term for the old rhetoric was 'persuasion' and its stress was upon deliberate design. The key term for the 'new' rhetoric would be 'identification,' which can include a partially 'unconscious' factor in appeal. 'Identification' at its simplest is also a deliberate device, as when the politician seeks to identify himself [or herself] with his [or her] audience. In this respect, its equivalents are plentiful in Aristotle's Rhetoric. But identification can also be an end, as when people earnestly yearn to identify themselves with some group or other. Here they are not necessarily being acted upon by a conscious external agent, but may be acting upon themselves to this end . . . . But we are now ready for our second stage. For, if identification includes the realm of transcendence, it has, by the some token, brought us into the realm of transformation, or dialectic. A rhetorician, I take it, is like one voice in a dialogue. Put several such voices together, with each voicing its own special assertion, let them act upon one another in co-operative competition, and you get a dialectic that, properly developed, can lead to views transcending the limitations of each." (203)

Kenneth Burke, "Rhetoric—Old and New," The Journal of General Education 5: 3 (1951), 203.

B. Digital Rhetoric/Digital Media

1. Collective Intelligence. "What is collective intelligence? It is a form of universally distributed intelligence, constantly enhanced, coordinated in real time, and resulting in the effective mobilization of skills. I'll add the following indispensable characteristic to this definition: The basis and goal of collective intelligence is the mutual recognition and enrichment of individuals rather than the cult of fetishized or hypostatized communities.
   My initial premise is based on the notion of a universally distributed intelligence. No one knows everything, everyone knows something, all knowledge resides in humanity. There is no transcendent store of knowledge and knowledge is simply the sum of what we know." (13-14)

Pierre Lévy, Collective Intelligence: Mankind's Emerging World in Cyberspace, trans. Robert Bononno (Cambridge, Massachusetts: Perseus Books Group, Helix Books, 1997), 13-14.

2. The Wisdom of Crowds: "Four conditions . . . characterize wise crowds: diversity of opinion (each person should have some private information, even if it's just an eccentric interpretation of the known facts), independence (people's opinions are not determined by the opinions of those around them), decentralization (people are able to specialize and draw on local knowledge), and aggregation (some mechanism exists for turning private judgments into a collective decision)." (10)

James Surowiecki, The Wisdom of Crowds (New York: Random House, Anchor Books, 2004), 10.

3. The Problem of Authorship: "Aristotle defines rhetoric as 'an ability in each [particular] case, to see the available means of persuasion.' His conception of the rhetorical art emphasized the role of the persuader in using resources to craft a message text. In large part, discourse produced by specific authors or speakers is usually viewed as emanating from a message source. Aristotle's emphasis is still reflected in a focus on the author or speaker's roles as origin of the message. Many forms of online discourse have no single author, however. Is authorship of a major corporate site the product of programmers, Web designers, content authors, automated assembly processes, or other forces? Although corporate authorship is not unique to electronic communication, underlying technologies and current modes of production make using authorial intention as a primary means of judging online message quality problematic." (25-26)

4. The Problem of Audience: "To expand on this idea, we might think of the user as a participant in the creation of meaning in a somewhat different sense than the reader of a book or the audience of a speech. New media theorists characterize the user as a vital element in the creation of meaning and experience because the user creates the text and experiences it as appropriated and altered by means of his or her participation . . . . In their book Windows and Mirrors, Bolter and Gromala describe a participatory art installation with two large parallel screens—one featuring projected video and the other a backdrop. A rain of colored letters falls from the top of the screen, and as people pass by, their silhouettes are projected onto the screen while the colored letters settle around them. By changing how they hold their hands and arms, viewers can create different reflections on the screen. Bolter and Gromala conclude that 'the experience of this piece comes from the interaction of the viewers with the creators' design.'" (30)

Barbara Warnick, Rhetoric Online: Persuasion and Politics on the World Wide Web, Frontiers in Political Communication, Vol. 12 (New York: Peter Lang Publishing, 2007), 25-26, 30.

5. Media Remix: "Unlike text, where the quotes follow in a single line—such as here, where the sentence explains, 'and then a quote gets added'—remixed media may quote sounds over images, or video over text, or text over sounds. The quotes thus get mixed together. The mix produces the new creative work—the 'remix.'" (69)

Lawrence Lessig, Remix: Making Art and Commerce Thrive in the Hybrid Economy (New York: Penguin Press, 2008), 69.

6. Media Convergence: "Call me old-fashioned. The other week I wanted to buy a cell phone—you know, to make phone calls. I didn't want a video camera, a still camera, a Web access device, an MP3 player, or a game system. I also wasn't interested in something that could show me movie previews, would have customizable ring tones, or would allow me to read novels. I didn't want the electronic equivalent of a Swiss army knife. When the phone rings, I don't want to have to figure out which button to push. I just wanted a phone. The sales clerks sneered at me; they laughed at me behind my back. I was told by company after mobile company that they don't make single-function phones anymore. Nobody wants them. This was a powerful demonstration of how central mobiles have become to the process of media convergence." (4-5)

7. "And yet another snapshot: Intoxicated students at a local high school use their cell phones spontaneously to produce their own soft-core porn movie involving topless cheerleaders making out in the locker room. Within hours, the movie is circulating across the school, being downloaded by students and teachers alike and watched between classes on personal media devices.
   When people take media into their own hands, the results can be wonderfully creative; they can also be bad news for all involved." (17)

Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), 4-5, 17.

C. Design Theory and Practice

1. Functional Design: "Usability is defined as the degree to which people (users) can perform a set of required tasks. It is the product of several, sometimes conflicting, design goals:

  • Functionally correct: The primary criterion for usability is that the system correctly performs the functions that the user needs. Software that does not allow users to perform their tasks is not usable.
  • Efficient to use: Efficiency can be a measure of the time or actions required to perform a task. In general, procedures that are faster tend to be more efficient.
  • Easy to learn . . . .
  • Easy to remember . . . .
  • Error tolerant . . . .
  • Subjectively pleasing . . . ." (2-3)

Tom Brinck, Darren Gergle, and Scott D. Wood, Usability for the Web: Designing Web Sites That Work, Morgan Kaufmann Series in Interactive Technologies (San Francisco, California: Morgan Kaufmann Publishers, Academic Press, 2002), 2-3.

2. Experience Design: "The computer window is such an effective design because it can rely on the assumption of transparency. It is important for digital designers to understand this because designers work within and through such cultural assumptions. Like clever magicians, they offer the audience an illusion that it is already prepared to believe. In this case, hundreds of years of painting, printing, and photography have prepared us to look through the new window that the computer offers . . . .
   Designers must also bear in mind that the strategy of transparency, although popular, is not the only one available to them. Wooden Mirror in fact uses another strategy, which is the counterpart to transparency: the strategy of getting the user to look at the interface or object of design rather than through it . . . . This is the most important lesson, perhaps, that digital art has to offer for digital design: an interface can be not only a window but also a mirror, reflecting its user." (55-56)

Jay David Bolter and Diane Gromala, Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, Leonardo (Cambridge, Massachusetts: MIT Press, 2003), 55-56.

3. The "New Web": "Today the Net is evolving from a network of Web sites that enable firms to present information into a computing platform in its own right. Elements of a computer—and elements of a computer program—can be spread out across the Internet and seamlessly combined as necessary. The Internet is becoming a giant computer that everyone can program, providing a global infrastructure for creativity, participation, sharing, and self-organization.
   How is this different from the Internet as it first appeared? Think of the first iteration of the Web as a digital newspaper. You could open its pages and observe its information, but you couldn't modify or interact with it. And rarely could you communicate meaningfully with its authors, apart from sending an email to the editor.
   The new Web is fundamentally different in both its architecture and applications. Instead of a digital newspaper, think of a shared canvas where every splash of paint contributed by one user provides a richer tapestry for the next user to modify or build on. Whether people are creating, sharing, or socializing, the new Web is principally about participating rather than about passively receiving information." (37)

Don Tapscott and Anthony D. Williams, Wikinomics: How Mass Collaboration Changes Everything (New York: Penguin Group, Portfolio, 2006), 37.

4. Participatory Design: "Computer applications that are created for the workplace need to be designed with full participation from the users—both from a democratic point-of-view and to insure that competencies central to the design are represented in the design group. Full participation, of course, requires training and active cooperation, not just token representation in meetings or on committees. We use the term cooperative design to designate such cooperation between users and designers. However, to users, designing a new computer application is a secondary activity whereas for designers it is their primary work. This means that the designers should know how to set up the process and need to make sure that everyone gets something out of the interaction." (158-59)

Susanne Bødker, Kaj Grønbæk, and Morten King, "Cooperative Design: Techniques and Experiences from the Scandinavian Scene," in Participatory Design: Principles and Practices, ed. Douglas Schuler and Aki Namioka, 157-75 (Hillsdale, New Jersey: Lawrence Erlbaum, 1993), 158-59.

5. The Inevitability of Participation: "Workers' innovations are seen as symptoms of an underlying problem; the researcher's role is to pin down that problem and the designer's role is to develop an idealized solution, a solution that may incorporate, but ultimately obviate, workers' local innovations . . . . On the other hand, trained designers can avoid common pitfalls of workers' homegrown solutions, which tend to be of the chewing-gum-and-bailing-wire variety. Workers produce solutions that are devious, wily, and cunning, but often these solutions do not involve a deep understanding of the system . . . . Workers produce solutions that work—but often they do not produce solutions that work well by their own criteria, and often those solutions are not promulgated so that other workers can take advantage of them." (19-20)

Clay Spinuzzi, Tracing Genres through Organizations: A Sociocultural Approach to Information Design, Acting with Technology (Cambridge: MIT Press, 2003), 19-20.

6. The Tyranny of Participation: "Participation of community members is assumed to contribute to enhanced efficiency and effectiveness of investment and to promote processes of democratization and empowerment. The conundrum of ensuring the sustainability of development interventions is assumed to be solvable by the proper involvement of beneficiaries in the supply and management of resources, services and facilities. There are even claims that participation constitutes a 'new paradigm' of development.
   Despite such significant claims, there is little evidence of the long-term effectiveness of participation in materially improving the conditions of the most vulnerable people or as a strategy for social change. While the evidence for efficiency receives some support on a small scale, the evidence regarding empowerment and sustainability is more partial, tenuous and reliant on assertions of the rightness of the approach and process rather than convincing evidence of outcomes." (36)

Frances Cleaver, "Institutions, Agency and the Limitations of Participatory Approaches to Development," in Participation: The New Tyranny, ed. Bill Cooke and Uma Kothari, 36-55 (London: Zed Books, 2001), 36.

7. Participation and New Media: "There is a growing tension, then, between a traditional view of the media environment, including new media and information technologies, as sites for the production, distribution, and consumption of media products, and an alternative view that sees the environment primarily as a venue for participation, speech, interaction, and creativity. The first perspective understands media technologies and content in terms of property and gatekeeping. The alternative view considers reputation, credibility, reciprocity, trust, and voice to be as valuable as property, and media and information technology as opportunities to create and communicate, as well as consume." (115)

Leah A. Lievrouw, "Oppositional and Activist New Media: Remediation, Reconfiguration, Participation," in Proceedings of the Ninth Conference on Participatory Design: Expanding Boundaries in Design, Vol. 1 (2006), 115-24 (Trento, Italy, August 1-5, 2006), 115.

8. Users as "Produsers": "We must strive, then, to develop an even more systematic understanding of the processes of communal and collaborative development of content which take place here, and to develop the terminology required to describe them fully. In collaborative 'communities the creation of shared content takes place in a networked, participatory environment which breaks down the boundaries between producers and consumers and instead enables all participants to be users as well as producers of information and knowledge—frequently in a hybrid role of produser where usage is necessarily also productive." (21)

9. Produsage and Participation: "Participation in produsage projects is generally motivated mainly by the ability of produsers to contribute to a shared, communal purpose . . . . Although content is held communally, therefore, produsers are able to gain personal merit from their individual contributions, and such individual rewards finally are a further strong motivation for participation in produsage communities and projects." (29)

10. Produsage and Authorship: "Produsage transforms conventional understandings of intellectual property rights by detaching authorship from ownership, and this is enshrined in the produsage principle of communal ownership, but individual rewards, as we have discussed it: while individual ownership in IP (a construct developed to enable authors to extract direct financial benefit from their work) is largely dissolved and converted to communal ownership, individual authorship (a concept enabling authors to claim personal merit for the quality of their work) remains respected, and is in some cases even highlighted more prominently than under a hierarchical production model in which financial and not reputational and social benefits provide the central motivation and reward for participation." (277)

Alex Bruns, Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage, Digital Formations (New York: Peter Lang, 2008), 21, 29, 277.

D. Issues in Design Theory and Practice

1. "What is it about the Internet that has made it such a fertile ground for creativity?" (122)

2. "Let's begin with the Digital Natives themselves. What motivates them to create and share digital content like videos, songs, and podcasts? Why are they writing fan fiction, creating mash-ups and spoofs? Why are hundreds of thousands of people working together for no pay to build up a virtual world or compose an online encyclopedia?" (123)

John Palfrey and Urs Gasser, Born Digital: Understanding the First Generation of Digital Natives (New York: Perseus Books Group, Basic Books, 2008), 122-23.

3. "Imagine treating, the free time of the world's educated citizenry as an aggregate, a kind of cognitive surplus. How big would that surplus be?" (9)

Clay Shirkey, Cognitive Surplus: Creativity and Generosity in a Connected Age (New York: Penguin Press, 2010), 9.

3. "An individual who is receiving a flow of reports about the romantic status of a group of friends must learn to think in the terms of the flow if it is to be perceived as worth reading at all. So here is another example of how people are able to lessen themselves so as to make a computer seem accurate. Am I accusing all those hundreds of millions of users of social networking sites of reducing themselves in order to be able to use the services? Well, yes, I am." (53)

Jaron Lanier, You Are Not a Gadget: A Manifesto (New York: Alfred A. Knopf, 2010), 53.

4. "When blogs (first called web logs) were introduced in the late 1990s many of us were excited about this new form of Internet journalism. The promise of blogs was that this new medium would allow anyone to post his/her authentic thoughts and opinions in a virtual diary that could be read by anyone with web access. But when you talk with friends and colleagues about blogging today, much of the initial fanfare that accompanied the introduction of blogging seems to have faded away. Instead, many of us now have a difficult time discerning if the content of blogs is anything more than sponsored advertising, thus crippling the credibility of the content. what has transpired that has so significantly altered the blogosphere?" (213)

Eric Jensen, "Blogola, Sponsored Posts, and the Ethics of Blogging," in The Ethics of Emerging Media: Information, Social Norms, and New Media Technology, ed. Bruce E. Drushel and Kathleen German, 213-32 (New York: Continuum International Publishing Group, 2011), 213.

Latest Update: 2011-09-01


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