I’m mainly interested in this research question
for the applications it could present to me as a reader and writer. The
question of how readers see and respond to texts ultimately leads to the
discussion of how much choice and control readers have over a text. As a
reader, I’m concerned with how much of the writer’s message I’m actually
absorbing and understanding versus how much I’m actually inventing. As a writer, I’m interested in how my writing style or
presentation may affect the fidelity of my message or increase the opportunity
for reader interpretation. However, I’m also fascinated by how giving the reader
a sense of “choice” could be a powerful tool of rhetoric. The most successful
rhetoric appears not to be “my” idea, but “your” idea, right? If the idea was “yours,”
this implies you had choice in the
matter. So by utilizing the patterns of reader behavior, couldn’t a writer “manipulate”
a text to give a reader a sense of choice and control, while in fact, it is the
writer who controls most of the
discourse? I have no idea if this is actually possible, and I hope my research
project would reveal the plausibility or implausibility of this idea.
I anticipate that much of my research
will be based on class readings, additional works by Kress and Wysocki, and
whatever other scholarly articles I may come across online that pertain to the
project. I’m also debating whether I should interview some graphic design
professors (I think J. Conger and S. Newman hold these positions at MSU) in
order to discuss the rhetorical influence of design. Yet another aspect of my
research may take place in my mode of
presentation. Because underlying my project is my interest in reader choice as
a rhetorical tool, I’m playing with the idea of presenting my project as sort
of a “simulation” (not sure if this is the correct word, vocabulary fails me).
For example, consider educational computer games for little kids. The kids have
the choice where to “travel” to in the game, and so they encounter different
aspects of the game at different times. However, at each section or “stage” of
the game, there’s some sort of pre-programmed lesson or “trial” presented to
the gamer. Therefore, if I could figure out how to set up my project in similar
fashion, I and my readers could see if the conclusions drawn by my research are
true or false. In other words, my presentation should reflect the concepts addressed by the research. Does this make
sense? (And if this type of presentation is possible, my computer-nerd cousin
will certainly enlighten me). If I can’t create this simulation thing, I hope
to still strive for somewhat of the same effect by creating a webpage that is
basically a monstrous infographic.
Just as Jonathan Swift’s A Modest Proposal suggests outrageous ideas,
so too might my “modest proposal” seem outrageous. I’m wondering if this
project is too ambitious and too much to tackle on, or if it meets the
Goldilocks standard of “just right.” I’m very excited by the prospects of this
project, so I’m kind of hoping that if my proposal really does submit too much,
the alternative wouldn’t be too watered-down. Do you have any suggestions?
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