Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Monday, February 2, 2009

Theory and Practice: It's a Bird


We had a very interesting discussion in today's Graphic Novels Seminar about It's a Bird by Steven T. Seagle and Teddy Kristiansen. It's a "semi-autobiograpical" piece that weaves the Superman mythology with the story of a writer who is both dealing with the existence of Huntington's Disease in his family and with the offer to write Superman. It's a story that works because of the intertextual relationships created by the story (in Genette's terms, Superman is the hypo text, while It's a Bird is the hypertext that comments on and extends it, while at the same time deriving much of its meaning from the relationship it has to the original text). In an interview with UGO, Seagle said that
The story is semi-autobiographical because it has elements from my family's story. I wanted to look at why Superman is resilient because I think he still has importance in the world today. I know there is a lot of bashing when it comes to Superman such as people say he is outdated but he's not. If he was outdated he would cease to exist. I thought the right way to do that was to compare him to an average Joe or in my case an average Steve.
That, to me, sounds a lot like Ndalianis's idea that Superman is "a mythology that is both already said and which is in the process of being said" (see previous post).

As we read It's a Bird, then, we extend the mythology of Superman as we participate in its ongoing process of creation (the hypotext can be seen as the entire Superman mythology and the hypertext is any text that extends it by acting as a kind of intertext to the overall mythology). Or, in terms of Design, we make meaning during the reading process by bringing to bear our Available Resources for Design. The intertextual resonances created by the book depend on the Available Resources each person brings to the text, or the extent to which each person has been involved in the process of articulating the mythology of Superman through his or her own reading/viewing experiences. The results of our reading It's a Bird -- the meanings we make -- then loop back into the process and are made available for our next readings. The next time we pick up a Superman comic or see a reference to the Man of Steel, our experience of reading It's a Bird forms part of the context for making meaning. As readers, then, we are part of the fabric of the Superman mythology, a point Ndalianis explicitly makes as she complicates Eco's ideas.

Why do I mention all of these theoretical ideas? Because they can act as lenses through which we can think about how meaning is created within and between the multiple stories that are woven together in It's a Bird. As well, they can help us to think about how and why Superman "still has importance in the world today" and how we as readers are part of the ongoing process of the Myth of Superman.

Sunday, February 1, 2009

Superman, Hypertime, Design, and Continuity

In the Graphic Novels Seminar this week, we're reading Angela Ndalianis's excellent essay "Enter the Aleph: Superhero Worlds and Hypertime Realities" from her edited collection The Contemporary Comic Book Superhero (a useful collection that Routledge has, for some reason, only released as an incredibly expensive hardback). In the essay, Ndalianis usefully complicates Eco's ideas about Superman as a mythic figure who must remain static despite the serial nature of the comic book form (see "The Myth of Superman," anthologized in Arguing Comics). That is, in order to be mythic, Superman must remain essentially unchanged and "unconsumable" so that whatever happens to him, his essential characteristics remain intact. That's what accounts for so many dream or "Elseworlds" stories and, though Eco didn't foresee it in 1972, the whole concept of parallel worlds that DC has been both spinning out and trying to control over the years.

In trying to contend with these parallel worlds, DC writers have often had to retroactively change the continuity (or retcon, to use the current term) in order to rationalize the characters and their relationships to each other (which also keeps the essential quality of a character like Superman intact). However, as Ndalianis asks, "how can entire fictional histories and the characters who participated in them be wiped from the memories of readers who had experienced them? (280). The answer: they can't. Superman did die. Superman did marry Lois Lane. The rocket carrying the baby who would become Superman did land in Russia.

Ndalianis addresses this notion of the role of the reader in narrative continuity through reference to Grant Morrison's idea of Hypertime in which "within the diegetic universe, multiple versions of a superhero work together to create the version that eventually becomes the legend" (281). Every character within the serial form of comics is thus always in process in complex ways that are dependent on the experiences of the actual readers (as we discussed last week in class with All-Star Superman). In contrast to what Eco writes, then, for Superman, what is created is "a mythology that is both already said and which is in the process of being said" (Ndalianis 284).

I bring up these ideas to complicate our thinking about Eco, but also to begin to explore this idea of Hypertime in relation to the concept of Design (which also complicates Eco's ideas). Design, as formulated by the New London Group, is a dynamic and recursive process that involves three elements: Available Design, Designing, and the Redesigned. Available Designs are the resources that each of us has for Design. Available Design acts as the array of resources we bring to any text, but they do not determine exactly how we will make meaning from that text; individual agency is also important because each of us makes individual decisions about how to use those resources.

When each of us use our Available Designs we engage in the process of Designing or making meaning (whether through writing or reading). Designing is an active process, both for creators and readers of multimodal texts; when we engage in the process of Designing, we use the resources of Available Designs based on own social situatedness, history, life experiences, and interests and we do so within and as a result of our past experience. Such experiences are part of the ongoing process of Design. These new meanings created in Designing become the Redesigned, new resources, part of our newly configured Available Designs. For example, whenever we read a story about Superman, that experience and those meanings become part of our Available Designs and cannot help but influence our future readings.

There are definite parallels between Hypertime and Design that I want to explore further in the future, especially in relation to the notion of continuity. For now, I think it's enough to point out the way that these two theoretical ideas nicely complicate Eco's ideas about Superman.

Finally, reading Ndalianis provides an interesting perspective on It's a Bird, the text for tomorrow's seminar. It should be a fascinating discussion.