English language and multimodal narrative
This is a pre-publication version of the following article
Thompson, R. (2020). English Language and Multimodal Narrative. In S. Adolphs & D. Knight
(Eds.), The Routledge Handbook of English Language and Digital Humanities.
Routledge. https://www.routledge.com/The-Routledge-Handbook-of-EnglishLanguage-and-Digital-Humanities/Adolphs-Knight/p/book/9781138901766
When citing from or referring to this article please use the final publisher version.
Abstract:
We are in an age of media transition in which the textual is increasingly integrated with other
semiotic modes and old and new media interact in a complex relationship. This chapter
examines the evolving technology of whiteboard animation as a relatively new digitally
mediated multimodal storytelling form that exemplifies the complexity of the convergence
between old and new media. Some whiteboard animation videos rely on the material practices
of drawing and photography, whereas others mimic the material, using digital animation
software and video to generate a story. The most common elements of whiteboard animation
are the visualisation of a whiteboard as the canvas, the illustrator’s hand in the field of view and
a marker drawing out the story. In the last decade, do-it-yourself (DIY) software programmes
have emerged allowing ordinary people to tell their stories through whiteboard animation using
libraries that include pre-drawn characters, stock images, music, drawing implements and
hands. Whiteboard animation is a multimodal storytelling form that is increasingly used to
educate, inform, advertise and entertain.
This chapter investigates the little-studied form of whiteboard animation to uncover the
persuasive power of digital storytelling and reveal how technological transformations can
inform storytelling practices. To develop frameworks for understanding the affordances that
digital technologies bring to stories, this research explores narrativity and narrative discourse as
social, rhetorical and multimodal. Through the lens of multimodality and rhetorical narratology,
setting, time, point of view and voice are analysed in commercial and DIY whiteboard animation
examples, paying attention to material practices of production and multimodal narrative
development, as well as the complex relationship between speaker, audience, message and
medium. This research on whiteboard animation looks to understand the intersection between
technology and storytelling and contributes to digital humanities scholarship that looks to
understand the implications of technology, writing and narrative.
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English language and multimodal narrative
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English language and multimodal narrative
Riki Thompson
Introduction
Definitions of the digital humanities (DH) are numerous and expansive, with competing and
complementary views on the topic (Borek et al. 2016; Fails and Kelton 2016). Moves to define
the field and figure out what ‘counts’ as DH have been going on at conferences and in journals
for the last decade. At THATCamp Seattle 2010, the opening session was dedicated to unpacking
the various definitions and identifying scholarly areas of interest to manage the logistics of
creating sessions around research affinities. As ‘unconference’ participants attempted to define
the field, concerns were raised about narrow definitions that potentially excluded scholars whose
research brought together the humanities and technology. A year later, Melissa Terras (2011)
gave a plenary talk at Interface where she addressed this continuing crisis of inclusion:
It’s something to do with the Humanities, and digital technologies, but what
exactly, we are slow – and even reluctant – to pinpoint. The latest definition, ‘Big
Tent Digital Humanities’, deliberately obfuscates the focus of the field. . . . Big
Tent DH, then, is an ecumenical approach, whilst giving the freedom for
individual scholars to explore their own interests, wherever in the research and
teaching spectrum they lie.
In the digital age, storytellers have been able to harness technologies to present narratives in new
ways. Unlike previous eras that showed a preference for ‘monomodality’ in communication,
there is now a movement towards multimodality in which the textual is increasingly integrated
with other semiotic modes rather than segregated and used in isolation (Kress and Leeuwen
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2001; Machin 2007; Kress 2009). According to Jenkins (2006), we are in an age of media
transition and instability, a ‘convergence culture’ in which new and old media interact in a
complex relationship. An example of a narrative form that exemplifies the complexity of old and
new media is whiteboard animation. This relatively new genre, also known as sketchboard
animation, video scribing or fast draw video, is a computer-mediated form in which a sequence
of events is animated on a white surface in time with an audio voice-over. With the development
of whiteboard animation comes a new mode of narrative communication in need of examination.
This chapter contributes to Big Tent DH scholarship by examining the evolving technology of
whiteboard animation as a relatively new digitally mediated storytelling form.
Background
Many of the components of this relatively new narrative form have been around for a very long
time. The use of stop-motion photography can be seen in clay-animation films (also known as
Claymation) that have been around since 1908, and the process of animating cartoons and
combining them with film was pioneered by Disney in the 1930s. Though it is not clear when the
first whiteboard animation was developed, the emergence of the genre can be connected to the
popularity of the RSAnimate series that was published online in 2010 when Cognitive Media
adapted the public lecture series of Royal Society for the Encouragement of Arts, Manufactures
and Commerce (RSA) to ‘help people to discover and learn new stuff through storytelling’
(Cognitive Media 2017).
Some whiteboard animation videos rely on the material practices of drawing and
photography, whereas others mimic the material, using digital animation software and video to
generate a story. In early whiteboard animation, a cartoonist drew the story frame by frame
directly on a whiteboard, and then time-adjusted photography techniques were applied to the
final video. Most of these types of whiteboard videos combine stop-motion animation, bringing
together sequential drawings in similar ways to traditional animation and flip books, with time-
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lapse photography to play back the recording of the stop-motion photography at a faster speed
and then adding a voice-over to tell the story. The most common elements of whiteboard
animation are the visualisation of a whiteboard as the canvas, the illustrator’s hand in the field of
view, and a marker drawing out the story. With advancements in digital technology, these
elements may be digital simulations that attempt to replicate the analogue. The representation of
these elements is central to a rhetorical view of narrative in the ways that setting, voice and style
are signified.
Although the medium is known by a variety of names that do not signal any sort of
canvas (e.g. video scribing and fast draw video), as well as names that signal a different sort of
canvas (e.g. sketchboard animation), whiteboard animation appears to be the dominant descriptor
regardless of the true nature of the material practices. Since RSAnimate videos gained
popularity, other creative studios have found ways to simulate the appearance of this narrative
form and their own art form as a version of whiteboard animation similar to the RSAnimate in
their menu of products. In fact, a Google search for RSAnimate brings up links to a number of
creative studios that replicate Cognitive Media’s whiteboard animation style; the official RSA
site ranks fourth on the search results, with Whiteboard Animation, Idea Rocket Animation and
Video Explainers showing up as the top three search results.
Though the final product may look similar to the audience, the process of whiteboard
animation differs across studios and do-it-yourself (DIY) software tools. Sparksight combines
old and new media by using hand-drawn illustrations, which are created on white paper with a
black Sharpie marker and carefully photographed at a high shutter speed, then imported into an
after-effects programme, spliced together and replayed at high speed to give the impression of
movement (Sparksight Inc. 2015). Idea Rocket, on the other hand, takes a high-tech approach to
simulate the analogue by using digital animation software for the illustration process, then
compiling sketches into a movie, speeding up the film, adding complementary audio and, finally,
integrating a green-screened hand as an additional video layer of the final movie (Idea Rocket
2017).
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The production of these sorts of multimodal narratives are not limited to professional
creative studios, as video scribing software and apps have made it possible for animators to
participate in the evolution of digital animation and present stories in new ways. Though
professional animators have been using computer input devices, such as graphic tablets with a
stylus, to capture data and digitise it for years, the mass production of touch screen tablets
coupled with animation software and apps allow ordinary people to draw on their digital devices
and produce these sorts of narratives.
Critical issues and topics
With the visual and digital turn came an increase in adaptations of narrative forms that
communicate in different ways. Desktop publishing, animation programmes, video editing, tools
for digital illustration and social media allowed the ordinary person to become a self-published
digital storyteller. In online media environments, YouTube provided space for producers and
consumers of content to teach and learn from each another through video sharing and discussion
spaces. With the surfacing of digital technologies and social media, user-generated content has
proliferated with the rise of ‘prosumers,’ blurring the lines between amateurs and professionals
(Toffler 1984). Tapscott and Williams (2010) later applied the term to describe the increased
sharing of content and know-how between professionals and enthusiastic hobbyists that came
with the emergence of Web 2.0 technologies. With these shifts, Jenkins (2007) suggests we are
experiencing ‘the emergence of a new form of participatory culture (a contemporary version of
folk culture) as consumers take media in their own hands, reworking its content to serve their
personal and collective interests’ (para 5) such that the relationships between ordinary users,
producers and content are more complex as old and new media converge. Innovation is
happening from multiple directions, both top-down and bottom-up, as users experiment with a
variety of techniques and devices for multimodal storytelling.
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With cartoons serving as a primary tool to teach and engage people, this digital
storytelling genre provides an example in which the mundane is engineered through the visual
rhetoric of cartoons to be more appealing, and hence, persuasive. McCloud (1994) argued that
comics and graphic novels are often thought of as simpler versions of their text-only
counterparts, but should be considered as a significant storytelling form, deserving of respect.
Similarly, Tiemensma (2009) pointed out that comics serve as an important medium for
improving literacy as they combine printed words and pictures to represent narrative in today’s
increasingly visual world. Drawing from cognitive literary theory, Nikolajeva (2014: 711) has
shown how picture books are ‘a narrative art form that creates meaning through the synergy of
two media, the verbal and the visual.’
Cartoons have a long history of teaching and captivating audiences. In the United States,
political cartoons have been a vehicle to engage citizens in public discourse since the 1700s
(Medhurst and Desousa 1981; Edwards 1999). In the 1970s, the animated musical series School
House Rock! was used to teach children about grammar and civics, while adults were introduced
to intellectual ideas via comic books in the For Beginners series. Educators have used cartoonbased video games to engage learning around serious topics such as the Middle Eastern crisis
with Darfur Is Dying (Peng et al. 2010). The publication of the graphic doctoral dissertation
Unflattening (Sousanis 2015) and a graphic special issue of Digital Humanities Quarterly
(Whitson and Salter 2015) point to a significant shift in the level of acceptance for cartoons as an
intellectually rigorous medium for teaching and presenting complex ideas through comic
storytelling.
Main research methods
Through the lens of multimodality and rhetorical narratology, this chapter will investigate this
little-studied form to reveal how technological transformations can inform storytelling practices,
paying attention to material practices of production and multimodal narrative development.
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Narrative
Early sociolinguistic research by Labov and Waletsky (1997) suggested that oral narratives of
personal experience tend to have structural components (abstract, orientation, complicating
action, resolution, evaluation and a coda) and could be understood through these formal
frameworks. Scholars have interrogated traditional notions of narrative and call for research that
develops frameworks for understanding the affordances that digital technologies bring to stories
(Bamberg and Georgakopolou 2008; Page 2009, 2012). Georgakopoulou (2006: 1) suggests that
narrative research has ‘definitively moved from the study of narrative as text (first wave) to the
study of narrative-in-context’ as the field enters a second wave.
This chapter reflects this second wave and explores narrativity and narrative discourse as
social, rhetorical, and multimodal. Narrativity informs ‘almost any verbal utterance . . . ranging
from fragmentary reports and abortive anecdotes to those more distinctly framed and
conventionally marked tellings that we are inclined to call “tales” or “stories”’ (Smith 1980:
228). The social aspect of narrative discourse focuses on the act in which someone tells someone
else something that happened, with each party motivated to participate in the telling of and
listening to the narrative (Smith 1980; Bal 2004).
Narrative is not just about the genre, but about who tells the story and how it’s perceived.
Rhetorical narratology has been most commonly applied to literary texts, although there is space
to move beyond this. This narrative framework combines speech-act theory with rhetoric and
narratology to consider the relationship between tellers and audiences as it occurs in specific
contexts (Kearns 1999). Phelan (1996: 19) argued that a rhetorical approach to narrative ‘shifts
emphasis from author as controller to the recursive relationships among authorial agency, textual
phenomena, and reader response, to the way in which our attention to each of these elements
both influences and can be influenced by the other two’.
Rhetorical approaches, regardless of their specific emphases, are ultimately concerned
with the how, the what and the why of narrative (Phelan 1996). From a multimodal standpoint,
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narratives that are told through a combination of discursive resources that complicate meaning
potentials, especially when resources are contradictory. This chapter considers the relationship
between narrator and audience with consideration given to the multimodal dimensions of audio,
visual and textual.
Multimodality
In combination with narrative theory, multimodal discourse studies provide an additional
scaffolding to understand how whiteboard animation develops meaning through verbal and
visual means. Semiotic resources carry their own small fragments of meaning-making that, when
combined into a single presentation within an image, transmit a rhetorical message to the
targeted audience (Jewitt et al. 2016). These fragments include design elements such as gestures,
visuals and linguistic features within the image itself. Any combination of these elements builds
a multimodal experience of meaning-making. Those who are the subject of the communication
are considered as represented participants and both interactive and represented participants shape
the position of the viewer (Kress and van Leeuwen 2006). Multimodality decentres language and
extends meaning making to a variety of modes of learning (Adami 2017; Jewitt 2013).
Emphasising that meaning is not made in isolation from other modes of learning, multimodality
challenges the primacy of verbal language (Cope and Kalantzis 2009; Adami 2017). That people
express language from available resources or modes, such as writing, image, sound, speech,
gesture, gaze and posture, and are active in its day-to-day production, is an underlying
assumption of multimodality (Machin 2007).
Current contributions and research
Whiteboard animation is a multimodal storytelling form that is increasingly used to educate,
inform, advertise and entertain. To uncover the persuasive power of digital storytelling in
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whiteboard animation, this chapter examines the complex relationship between speaker,
audience, message and medium using a multimodal narrative analysis approach. Specifically,
through a multimodal narrative framework, setting, time, point of view and voice will be
analysed in commercial and DIY whiteboard animation examples.
Setting
Structure and text can provide a useful apparatus for considering the medium and mode of
presenting a message – specifically comics animated on a whiteboard to tell a story. The
rhetorical choice to situate animated stories on a whiteboard creates a context that influences
message delivery. From a sociolinguistic perspective, the whiteboard can be seen as an orienting
feature of the narrative (Labov and Waletsky 1997), providing a semiotic resource that signals
the scene similar to the ‘setting’ in a literary narratives. Over time, the semiotic meaning of the
whiteboard has shifted from primarily denotative to far more connotative in these animated
stories.
Multimodal theorists point to the importance of props, such a whiteboard and marker, to
impart meaning, especially in generic scenes (Machin 2007). At the beginning of each
RSAnimate video, for example, the series name is presented on a whiteboard. A hand holding a
marker enters the field of view and writes the letters RSA on the white background while the
sound of a marker squeaking across the slick surface of a whiteboard is audible with each stroke.
This sensory information from multiple sources provides important cognitive information such
that when the audience ‘sees’ a dry erase marker moving across a whiteboard when they ‘hear’
the squeaky marker. From a multimodal viewpoint, the use of sound complements the visual,
such that the audio signals the white background as a specific type of space – a whiteboard.
With the literal visualisation of the whiteboard and thick marker denoting the scene, the
symbolic meaning attached to the canvas imbues it with meaning potentials. To consider the
possible connotative values associated with the whiteboard as an object, we may ask: where do
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we find whiteboards? what are whiteboards used for? and who uses whiteboards? Because
‘images are never free of connotative power’ (Machin 2007: 23), the visualisation of the
whiteboard, be it authentic or synthetic, carries meaning that will be interpreted in specific ways.
The associations of the medium as a note-taking space often used in classrooms and conference
rooms to teach and share ideas carries connotative value such that the visual cues signal to the
audience that the story produced will be educational and/or informational. Moreover, the
visualisation of the whiteboard context signals a virtual learning space, infusing the message
with authority and credibility.
As the genre of ‘whiteboard’ animation has evolved, the representation of the whiteboard
continues to serve as an important prop, but it has become more conceptual than physical, such
that the actual whiteboard rarely exists – and if it does, it is merely a synthetic representation of
it. The explicit move to simulate the whiteboard is present with the DIY app Doceri, which is
described as ‘the interactive whiteboard for iPad’ (SP Controls, Inc. 2015). While Doceri
provides animators with a variety of background options, including a chalkboard or blank
background (in customisable colours), the default setting for background is a slide of a
whiteboard, complete with the aluminium frame around the edges. For some creative studios, the
whiteboard is implied through complementary tools and previous videos that have normalised an
understanding of the genre as ‘whiteboard animation.’ Sparksight uses old school techniques of
paper, Sharpie markers and stop-motion photography, whereas Idea Rocket uses a white
background with digital illustration software. The whiteboard is now taken for granted as the
composing canvas, and viewers no longer need to see an authentic version. The final video
produced with these tools is understood by the audience as a whiteboard video regardless of
whether a whiteboard exists.
Time
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Temporality is another orientating device that is inextricably tied with narrative (Ricoeur 1984).
Multimodal approaches provide tools for critiquing types of images and presentation in terms of
meaning potentials, a multimodal narrative approach allows for consideration of sequencing and
temporality in the creation process. With whiteboard animation, time is managed through the
telling and visualisation of events in a story. As the audience listens to the narrator and watches
the animator draw on whiteboard, the story develops in front of the viewer’s eyes. With each
marker stroke on the canvas, the audience anticipates story elements as the animator takes the
viewer through the narrative.
While temporal sequencing is integral to narrative, linear disruption is commonly
employed for effect. For example, the narrator may refer to events out of order or return to an
earlier time in a story to add details. In literary narrative, authors may do this by presenting story
scenes out of order, such as presenting the climax of the story as an opening scene, or through
reading order, as seen with books like the ‘choose your adventure’ franchise of the 1980s and the
digital novel Arcadia (Pears 2015), both of which allow the audience to drive the sequencing of
events via choices about which path to follow in the reading process. With whiteboard
animation, linear disruption may be realised both through the telling of the story and/or through
the animation process – and not always simultaneously. For example, while the story may be told
with a forward moving linear progression, the visualisation of the story may be recursive when a
visual story element is brought back into the frame, bringing previously presented illustrations
back into the audience’s field of view, and the illustration is revised.
Ewert (2010: 72) has pointed out that narratology involving comics must consider textual
and graphic elements, which is often ‘a challenge for critics habituated to text-based narrative’.
Narrative time is manipulated in comics through visual space in a variety of ways (Eisner 2008).
For example, animators may integrate symbolic resources that connote time (like images of a
clock), or they may use space between and within panels to represent time as compressed or
extended by using more or less white space. The concept of ‘closure’ describes the phenomena
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when a reader is able to imagine the action that has taken place between drawn panels and ‘close
the gap’ about what is expected to happen in the blank space between panels (McCloud 1994).
The concept of closure is visible in the DIY whiteboard animation Have You Met Olivia?
(Childhaven 2014). In a scene that depicts the child as a picky eater, the audience watches as the
pen strokes draw Olivia with arms crossed. Initially, the face includes only eyes and a nose,
leaving the face virtually expressionless. Next, a plate and food items are drawn into the
sequence as if to present the audience with the conflict that the main character must overcome –
eating the food in front of her. Finally, as the third-person narrator describes how Olivia had
outbursts when food was placed in front of her, the main character’s mood shifts from an
emotionless state to anger as the animator fills in the details of the story one pen stroke at a time.
Initially, the only indicator that the audience has of Olivia’s mood is relayed through her crossed
arms. It isn’t until the animator draws a screaming mouth, furrowed eyebrows and beads of
sweat flying into the air that the audience learns of the extent of Olivia’s upset, revealing the
narrative’s conflict (Figure 24.1). In this way, stroke order serves as a temporal narrative
technique, with each stroke of the marker foreshadowing the completed image to come.
Figure 24.1 Have You Met Olivia?
Source: Childhaven 2014
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Point of view: who sees the story
It has been suggested that
few narrative features have been discussed as extensively as point of view – the
physical, psychological, and ideological position in terms of which narrated
situations and events are presented, the perspective through which they are
filtered – and few have been associated with as rich a terminology (from central
intelligence, vision, and focalization to filter and slant).
(Prince 2010: 442)
Point of view (POV) describes the position of the narrator in relation to the story being told and
provides the audience with a perspective on events, which can emanate from a character or a
nonanthropomorphic existence such as a camera. In this way, POV is the lens through which an
audience is influenced to ‘see’ how events of a story unfold. Thus, POV is a narrative device
used to give readers insight into events in the story and is achieved differently depending on the
media.
In literary genres and oral narratives, linguistic devices are the tools that provide
perspective. First person and third person are the most common point of view techniques used in
literary narratives, with pronouns doing the work of signalling to the audience. In first person,
the narrator tells the audience how ‘I’ progressed through the story, whereas with third person,
all characters are spoken of in an objective manner through pronouns such as he, she and they.
The lesser-used second-person POV, in which the narrator speaks directly to ‘you,’ the audience,
tends to be found most often in self-help, instructional and technical communication story forms.
POV is an important tool for negotiating social distance between the narrator and
audience. Because first-person narrative provides a window into the main character’s mind as
they narrate the story through their POV, it closes social distance by giving readers a sense that
they know the narrator and are with them on the narrative journey. While third person does give
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the audience access to the narrator’s mind and keeps them close as the narrator tells the audience
what they want them to know at any given moment, first person puts the audience directly into
the character’s mind, unlike third person which moves the audience out of it. With second-person
POV, the audience does not have access to the narrator’s thoughts, yet the direct address works
to include them into the narrative.
In film and video games, POV is achieved through camera angles that allow the audience
to see events through the perspective of particular characters. With first person, the audience sees
events through the eyes of the main character as represented via the camera lens. In third person,
the audience still sees what the main character sees, but the audience does not have a window
into the main character’s thoughts as the camera appears to be looking over the shoulder of, or
even including, the main character in the field of view. Second-person POV is used when the
narrator speaks directly to the camera and uses the pronoun ‘you’ to address the audience. POV
can refer to the visualisation of what a character sees, or more abstractly, as used with
narratology approaches, POV can reference attitudes and tendencies of the cinematic narrator
(Keating 2010).
With whiteboard videos, POV is complicated by the multimodality of the story form as
layers of textual and cinematic narration are combined to tell a story. First, there is the spoken
narrative that the audience hears as the lecturer talks to the audience, the perspective of the
camera that films the animator drawing the story and, finally, the POV is presented through
cartooning techniques. This is not to say that POV is the same across whiteboard animation.
Rather, POV in these narratives often reflects stylistic diversity through software and animation
tools used to tell the story.
As creative studios have experimented with this storytelling form, shifts in POV can be
seen even within a set of seemingly similar narratives. Across the 21 RSAnimates created
between December 2009 and July 2016, visual POV varies. While the verbal narrative POV has
largely remained constant, with narrators switching between first-, second-, and third-person
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perspective throughout the course of their lecture, the visual perspective has evolved with
technological and cinematic shifts.
RSAnimate provides an example of how POV can be used to push the audience away or
bring them closer to the story through camera angles. Early whiteboard animations primarily
used over-the-shoulder camera angles with periodic medium long shots. Visually, the use of
close-up over the shoulder camera angle gives the audience a first-person perspective as they
watch the animator’s thought process with each stroke drawn. As the camera angles move from
the over-the-shoulder to the medium long shot, the camera captures the animator’s shoulder,
neck and back of the head as well as the back of the body from the knees up, giving the audience
an opportunity to step back and watch the animator telling the visual story. Thus, the camera
utilises a first- and third-person visual perspective, showing the story through the eyes of the
animator, as well as stepping away to show the animator. As the RSAnimate series evolved, the
medium long shot was abandoned and only the over-the-shoulder and close-up perspective
remained, with only the drawing hand marker strokes visible. With this evolution of perspective,
in which the camera lens moves into to focus on the drawing hand and the animation in process,
the boundary between the animator and the speaking narrator becomes blurred.
An underlying assumption of multimodality is that people do language from available
resources or modes such as writing, image, moving image, sound, speech, gesture, gaze and
posture (Jewitt 2013: 253). Image types and photographic perspectives interact with the audience
to perform visual speech acts and simulate social interaction. Body parts, such as arms, legs and
fingers, or held objects, like hand tools, can be used to establish connectivity, as can the gaze that
visually addresses and demands an action of the viewer (Kress and Leeuwen 2006). Moreover,
perspective angles within images can establish vector patterns between semiotic resources.
Specifically, a vector pattern is an interaction that ‘[does] something to or for each other’, such
as a character pointing a finger at another person or object (Kress and Leeuwen 2006: 59). For
the animator visualising the narrative, the shifts in POV need to be managed through cartooning
techniques that prompt interaction between characters and the audience. In cartooning, visual
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‘demands’ that simulate social interaction may include gestures, eye contact and speech bubbles
in which the character directly addresses the audience.
In Changing the Education Paradigm (2010), POV is realised linguistically through the
use of the first-person pronoun ‘we’ and second-person pronoun ‘you’ and visualised through
strategic integration of a caricature of the RSA lecturer Sir Ken Robinson. In responding to his
own question of whether we should keep academic standards high, the caricature of Robinson is
drawn facing the audience and speaking via the cartooning device of the speech bubble. The
caricature of the narrator points his finger in the air to accentuate his point and speech bubbles
represent the linguistic engagement moves; Robinson uses a solidarity move by saying, ‘Yes!
We should!’ and then asks the audience ‘why would you lower [standards]?’ speaking directly to
the audience while making eye contact. In a follow-up frame, the caricature of Robinson points
directly at the audience while telling them, ‘If you are interested in the model of education, you
don’t start from production line mentality’. In these examples, POV is enacted on both linguistic
and semiotic levels, with second-person pronouns, speech bubbles, the demand gaze and
pointing gestures to draw the audience into the story (Figure 24.2).
Figure 24.2 RSAnimate – Changing the Education Paradigm (2010)
Similarly, in Economics Is for Everyone! (2016), the narrator, RSA lecturer Ha-Joon
Chang, is also integrated into the animation to shift POV. When Chang linguistically shifts
between first-person, second-person and third person POV in his lecture, it is also visually
captured through speech bubbles and hand gestures. As Chang uses second-person pronouns to
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talk to the audience, saying ‘This is the attitude you have to have in debating economic issues’,
visual perspective is achieved through caricatures of Chang gesturing with an open hand and
looking at the audience. In another frame, where the narrator attempts to create solidarity by
stating that ‘We all need these diverse approaches to economics’, the pronoun ‘we’ is
operationalised along with the demand gaze and outreached arms that invite the audience to be
part of the larger group. Additionally, special effects are used to show Chang blinking, making
the cartoon version of the narrator seem more real and rhetorically amplifying the demand gaze
(Figure 24.3). This move to enhance authenticity increases modality and, following social
semiotic theory, images that act with higher modality are deemed more credible and hold more
persuasive power with audiences.
Figure 24.3 RSAnimate – Economics Is for Everyone! (2016)
One way in which digital composers can appeal to the emotions is by manufacturing a
sense of intimacy between the narrator and the audience. This sort of synthetic personalisation
can be seen when a message for a mass audience is engineered in such a way that individuals feel
as if they are personally addressed (Fairclough 1996). By employing visual resources to befriend
an online audience through linguistic and visual speech acts that rhetorically manufacture a sense
of intimacy and closeness, digital composers engage in the business of virtual visual synthetic
personalisation to sell ideas and products (Thompson 2012). Multimodality is helpful for making
sense of rhetorical appeals that bring together a complex web of audio and visual modes for
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communicating casually with online audiences. In the RSAnimate series, caricatures of narrators
speak and gesture directly to the audience, with camera angles allowing the audience a sense that
they are sitting with the animator and watching the narrative process from the same perspective –
these are just some of the ways in which whiteboard animators manipulate POV to connect with
the audience. While the story is narrated by the lecturer with an audio voice-over, it is
simultaneously told through a cartoon caricature of the lecturer. Synthetic personalisation, be it
verbal or visual, is a rhetorical device that appeals to the emotions of the audience (pathos).
Aristotle (2004: 9) pointed to such appeals as one of the most important tools of persuasion such
that ‘the emotions are all those feelings that so change men as to affect their judgements, and that
are also attended by pain or pleasure’.
Voice: who tells the story
POV and voice are narrative devices that are often conflated. The best way to differentiate these
elements is to think of POV as ‘who sees the story’ and voice as ‘who tells the story’. This is not
unlike Smith and Watson’s (2010) discussion of autobiographical ‘I’ as multiple with a
distinction between the narrator and the narrated. In whiteboard animation, these devices of
authorial control can be complicated by the levels of narration and POV that work on the
audience simultaneously. There is the narrator telling the story verbally, as well as an animating
narrator who tells the story visually, so the audience ‘sees’ the visual voice. Thus, a speaker
provides one level of voice and an animator adds another, making whiteboard animation rich
with multivocality. In literature, multiple narrators are employed to represent a story from
different perspectives with distinct voices. In whiteboard animation, however, the voices of the
narrator and animator are combined to create the impression that they are one and the same. This
is further complicated when a caricature of a narrator is drawn into the story to serve as an orator
who speaks to the audience, such that authorial control can be a combination of the speaking
narrator, an illustrating cartoonist (via some form of embodiment) and a cartoon version of the
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narrator telling the story. By taking a multimodal narrative approach, these layers of voice can be
examined.
As whiteboard animation has evolved, the drawing hand has come to represent a
significant element of authorial control. In the earliest RSAnimates, camera angle alternated
between mid-shot and close-ups of the back of the animator and his drawing hand. A comparison
between early and recent videos demonstrates a clear move from a process in which the animator
is recorded drawing on a sketchboard to a technologically simulated version of a hand animating
on a whiteboard. As the RSAnimate series has evolved, camera angles have moved in and the
animator’s presence has moved out with only the drawing hand and forearm visible through
close-up shots. In the most recent RSAnimates, the sporadic integration of the hand appears to be
a visual effect of animation software that marks the genre rather than an authentic representation
of the hand in motion. With the new process, the body of the animator is no longer present, and
the hand is only sporadically visible (if at all). For RSAnimate, the visual narrator has slowly
been erased, with only the marker strokes left to follow as the story unfolds. In a tutorial about
the process used by Sparksight, the animator discusses the importance of the hand and how aftereffects editing is used to make the drawing hand appear uninterrupted and constant (Sparksight
2013).
From a rhetorical narratology approach, ‘voice is the fusion of style, tone, and values’
that link to attitudes, ways of talking and ideology for the audience (Phelan 1996: 45). An
analysis of RSAnimate shows that audio voices narrating the series are overwhelming male, at
86 percent, and while 14 percent of RSA lectures are given by women, all the corresponding
whiteboard animation versions are visually voiced through what RSA describes as ‘everyone’s
favourite hairy hand’ on their website (Figure 24.4). Phelan (1996: 43) has pointed out that ‘To
listen to the narrative is, in part, to listen to values associated with a given way of talking’, such
that the visual re-voicing of female narrators means that the audience only sees the narrative
through the gendered male body, problematically eliding the voices of female intellectuals. Since
there has been a historical lack of representation of women in academia (Winslow and Davis
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2016) and comics (McCloud 2000), this sort of visual re-voicing through the animation
reinforces the problem of gender inequity in subtle ways. One may apply Bakhtin (1984)
conceptions of ‘polyphony’ (where more than one voice can be heard) and ‘double-voicing’
(where a different voice is adopted to the discourse of another) to whiteboard animation to
understand how narrative voice can be ‘overpopulated’ with the voices of others (Aczel 2010b).
And while the RSAnimate examples of double-voicing can be described as ‘uni-directional’ in
that the goal is to maintain the original discourse through the stylisation of animation (Aczel
2010a), the stylistic choice to re-gender the animator, or ignore the option to maintain the
original gender, politicises multimodal narrative.
Figure 24.4 RSAnimates: Smile or Die (2010); The Paradox of Choice (2011); How to Help
Every Child Reach Their Potential (2015)
The inclusion of the hand, as well as a specific type of hand, is a rhetorical choice. DIY
programmes like Sketch Book Pro 3.0 allow composers to choose from drawing hands or even
import their own hand. Though the ‘hand’ library for VideoScribe is limited to pre-set categories
of gender (male and female), age (adult or child) and race represented by colour (white, brown
and black), it is progressive in representing the embodied narrator voice in diverse ways. DIY
users have called for more diverse choices in the hand library on the help forum and VideoScribe
has responded with additions. However, at the time of this writing, there was only one blackskinned hand. Thus, the hand that is a hallmark of the genre is rarely the true embodiment of the
illustrator, but rather has become a digital element to be manipulated and customised for stylistic
effect, with the hand serving as a rhetorical device that visually constructs the animator based on
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a limited number of options. Similarly, software programmes often allow composers to choose
the writing implement that will be shown in the drawing hand; options include a pen, pencil,
crayon, paint brush and, of course, a whiteboard marker. In this way, the combination of the
hand and the writing tool represent an aspect of authorial control that works in concert with the
voice of the narrator and the visual imagery of a cartoon character talking to the audience.
Future directions
With the continuing emergence of new forms of digital storytelling, methods that move beyond
linguistic tools of narrative analysis are needed to adequately examine these complex multimodal
narrative forms. As the tools of production for digital composing continue to become more
readily available and user-friendly, avenues for distribution and consumption become more
accessible, making research that takes a critical approach to these elements vital. In the last
decade, DIY software programmes have emerged allowing ordinary people to tell their stories
through whiteboard animation through libraries that include pre-drawn characters, stock images,
music, drawing implements and hands. Just as noted in this chapter, future research must
continue to examine issues of representation in professional and DIY whiteboard animation.
As the genre of whiteboard animation has evolved, the ways in which narrative elements
work on the audience has also shifted. The current use of the whiteboard as a canvas carries with
it connotations specific to material practices associated with the writing context, whereas
innovations to this context have the potential to create new ‘settings’ for audiences to imagine in
the future. Narrative time can be managed multimodally through audio narration, visual space
and stroke order, as shown in these examples, but also through devices such as music, iconic
cartoon devices and after-effects in the post-production phase.
Research that examines whiteboard animation through the lens of multimodal narrative
fits within a Big Tent DH framework that looks to understand the intersection between
technology and storytelling. At the annual Day in the Life of the Digital Humanities, Selber
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argued that DH is ‘the study of the role of technology in helping to structure the work of writers
and writing contexts’ (TAPoR 2011). With a similar concern for rhetorical forms, Piez (2008: 9)
called for ‘media consciousness’ and pointed out that ‘not only do we study digital media and the
cultures and cultural impacts of digital media; also we are concerned with designing and making
them’. Thus, future research that considers other aspects of multimodal narrative devices would
also contribute to DH scholarship that looks to understand the implications of technology,
writing and narrative.
Further reading
1
Comer, K. (2015). Illustrating praxis: Comic composition, narrative rhetoric, and critical
multiliteracies. Composition Studies 43(1): 75–104.
This essay proposes using narrative theory alongside comic studies, with a focus on
narrative gaps, narration and focalisation as a heuristic for rhetorical design to foster
critical multiliteracies.
2
Machin, D. (2013). What is multimodal critical discourse studies? Critical Discourse
Studies 10(4): 347–355.
This introduction to a special issue of Critical Discourse Studies looks to bring a critical
lens to multimodal discourse studies, illustrating how different levels of communicative
activity are infused by, and shaped by, power relations and ideologies through semiotic
resources.
3
Royce, T.D. (2015). Intersemiotic complementarity in legal cartoons: An ideational
multimodal analysis. International Journal for the Semiotics of Law – Revue
Internationale de Sémiotique Juridique 28(4): 719–774.
This article applies multimodal discourse analysis to legal cartoons and argues to extend
the framework to address more complex layers of represented semiotic meaning.
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4
Souto-Manning, M. (2014). Critical narrative analysis: The interplay of critical discourse
and narrative analyses. International Journal of Qualitative Studies in Education 27(2):
159–180.
This article looks to establish critical narrative analysis by bringing together critical
discourse analysis and narrative analysis to address theoretical and methodological
dilemmas to examine power inequities in narratives.
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