Abstract
Suasive Iterations seeks to expand the repertoire of
physical computing, rhetoric, and digital humanities research in an age of
pervasive technology and virtual reality. The book provides a collection of
theoretical frameworks with which digital humanists can craft projects to evert
the virtual and the real towards suasive ends. Rieder argues that digital
rhetors and authors should seek to use the affordances of technology to bring
the virtual and the real together to create reality altering experiences that
are persuasive and transductive. This book is an invaluable tool for those new
to the digital humanities as well as experienced scholars as it provides strong
theoretical guidance as well as project ideas to promote research in the
field.
In a digital age of virtual reality, augmented reality, and pervasive computing
technologies, the lines between the virtual and the real have been blurred,
resulting in typified virtual reality experiences — that is, users know what to
expect when using these media. For David M. Rieder, that marks a point in society
where digital rhetors and authors should seek to “evert reality” and “creatively bend the conventional experience of reality
toward some suasive end”
[
Rieder 2017, 5]. In
Suasive
Iterations: Rhetoric, Writing, and Physical Computing, Rieder argues
that for digital rhetors and authors to persuade and move audiences they should not
be seeking to fashion virtuality as reality; rather, they should be seeking to
combine the two in novel ways, into what he calls an eversion of reality, a
transductive process where the line between the “virtual and the real are folded together”, and the
analog is blurred as a means of altering an audience’s reality [
Rieder 2017, 11]. Thus, Rieder aims to deliver succinct
methodologies for designing iterations of suasive physical computing projects.
Suasive Iterations serves as a succinct reader and
springboard for how digital humanists should begin research in the fields of
physical computing and rhetoric and composition. Rieder’s text serves as a grand
contribution to the digital humanities in that it moves and challenges the field
towards considering the potential for physical computing research and empirical
projects. Each chapter consists of a theoretical framework within which Rieder seeks
to explore how rhetorical theory and physical computing can cooperate towards a
means of persuasion in a post-PC era. Following each chapter is sub-chapter
dedicated to a physical computing project which demonstrates the theoretical
framework explored in the previous chapter. Organizing the book in this manner
bolsters its argument, as each sub-chapter immediately puts theory into practice,
providing a concrete application for the theories discussed.
In addition to the efficient chapter design, a visual aid is present by way of
images. Rieder includes images of devices such as circuit boards and wiring, which
help to inform readers who may be unfamiliar with the technology. These images are
invaluable when Rieder begins to discuss the features of a particular piece of
machinery as they make the text and the concepts therein feel accessible and the
technology less foreign. As such, Suasive Iterations
serves as an excellent text for new media courses at the upper-undergraduate level
as well as all levels of graduate courses — including MA and Ph.D. classes. Classes
seeking to expose students to digital rhetoric, computers and composition, or
physical computing and writing will find this text useful, particularly because of
the research ideas and projects included in the sub-chapters which provide students
with applications to the theory discussed, processes for designing research
projects, and ideas for further research.
The first chapter, “For/Get the Digital and (Ditch the
Umbrella)”, opens with Rieder’s appraisal of the art project “Rain Room” as it exemplifies the hybrid realities he argues
for. Rieder introduces technologies such as passive infrared motion sensors,
actuators, and slide potentiometers, believing that these technologies can be
employed for rhetorical purposes in physical computing projects. Rieder believes
technology contains the power to blur virtual and reality, leading to a change in
one’s view of reality. The crux of this chapter lies in his presentation of Dan
O’Sullivan and Tom Igoe’s term transduction: “the process by which action or change is produced, and
a reality-altering, everted experience is its outcome”
[
Rieder 2017, 15]. Rieder uses this term in conjunction
with an extension of Lloyd Bitzer’s theory of the rhetorical situation — through
Kenneth Burke’s concept of casuistic stretching — to include physical computing
environments and adopts Lawrence C. Rosenfield’s understanding of epideictic
rhetoric as more than mere ceremonial appraisal but a celebration or appreciation of
being. Rieder explains that folding (everting) the virtual into the real is “an act of persuasion associated with
epideictic” because it is an “event that illuminates or conceals some truth for its
audience”
[
Rieder 2017, 19].
In Chapter Two, “Transduction and Allegorized Style”,
Rieder uses Richard Lanham’s analysis of prose to discuss how digital rhetors can
allegorize data towards a suasive end. A suasive end, in this respect, refers to a
reality-altering incident which utilizes “some of the affordances of the virtual”
[
Rieder 2017, 5]. Rieder adopts Lanham’s understanding
of allegorized style to mean when content rises above its associated purpose or the
argument it was intended for. Rieder provides examples of digital projects such as
Laurence Sterne’s use of grammatical symbols and typographical experiments. Concepts
of stylistic invention, magical and scientific logic, and computational thought are
brought in to construct a theoretical foundation for what he calls “A Multi-Stage, Recursive Process of
Invention”, which is a seven-step process for designing a project with
which data can be collected and allegorized towards a suasive end.
Chapter Three, “Onto-Allegories for the ‘Great
Outdoors’”, shows Rieder arguing against scholars such as John Wieser,
Samuel Taylor Coleridge, and Adams Sherman Hill, the latter of whom calls for an era
of ubiquitous computing — technologies that are invisible and less attention-grabbing.
Rieder believes that these ideas are inherently anti-rhetorical and shows how
rhetors should be seeking to grab the attention of audiences through rhetorical
means. In an age of information, Rieder acknowledges that attention has become the
new scarce commodity. In response, he argues that to compete with the values of calm
computing digital rhetors should aim to compose projects that take on what he calls
an “onto-allegorical approach”, a
combination of Lanham and Ian Bogost’s perspectives on attention and reality [
Rieder 2017, 86].
In Chapter Four, “Plumbing the Paradoxical Depths”, Rieder
argues for a revival of the canon of delivery and a return to embodied expressions
such as gesture, posture, and corporeal experiences. Using scholars such as Adam
Kendon, Ben McCorkle, and José Gil, Rieder supplants the understanding of gesture
and the nature of the body in rhetoric. Rieder privileges the Xbox Kinect’s open
platform system as an invaluable tool for such revival and goes into detail as to
how this machine makes real-time transduction possible. Applying Deleuzian notions
of the space-time of bodies, Rieder uplifts the Natural User Interface that the
Kinect establishes as a means of capturing and delivering an everted bodily
experience to audiences in a transductive manner. The Kinect provides an opportunity
to capture paradoxically flat, raw data, and Rieder elaborates on how it can be
transduced to deliver a new, everted reality to participants.
In what might be his most compelling chapter, “A Call for Distant
(Transductive) Writing”, Rieder argues for an approach to writing that
removes the obligation to use alphabetical symbols as a means of conveying meaning
and instead relies on generated surface-lines to express transduced allegorized
meaning. He calls this “distant
writing”, an extension of Franco Moretti’s term
distant
reading
[
Rieder 2017, 127]. For Rieder, distant writing represents a mode
of writing which removes the restraint of speech and phonetic thought as the sole
method of conveyance and argument. Postulating the idea of line-making practices
such as tracing, drawing, and etching as methods of distant writing, Rieder
supplants the idea that writing represents speech using linguists such as Roy Harris
and Tim Ingold, emphasizing the transductive potential for line-making as rhetorical
practice.
In the final chapter, “After the Bookish Era of the PC”,
Rieder leaves readers with his hope for the future, of digital rhetors and distant
writers allegorizing data for transductive purposes. Rieder reflects on the
technological relationship in Spike Jonze’s film
Her
and how it relates to the “new post-PC
era” and “the
post-human-reality” we are headed towards [
Rieder 2017, 161]. He encourages scholars in the field to take a chance at creating a
physical computing project, expressing hope that a day may come when such projects
can be recognized as “stand-alone” scholarship and that more digital rhetors
and authors would seek to explore the available means of persuasion in physical
computing.
Perhaps the greatest strength of Rieder’s text is its insistence on exploration and
experimentation. His seven-step recursive process of invention presents an
invaluable heuristic of sorts with which digital rhetors can explore the limitations
and potential of their physical computing projects. Another major strength is its
accessibility and descriptive writing style. Rieder’s concision and clarity
strengthen his argument as readers will find little trouble grasping his concepts.
There is, however, an apparent limitation to his text. While not entirely unheard
of, his stacked abstractions make for a very broad and open-ended scope. Because the
scope is so broad and designed from the theorists he has chosen, readers may find
themselves feeling limited by his abstractions to then apply his research
methods.
Suasive Iterations is a strong text in that it urges
digital humanists to consider the potentialities of physical computing as a means of
suasive, rhetorical persuasion. To that end, Rieder negotiates the limits of writing
and rhetoric and pushes them into the field of physical computing, urging
interdisciplinary research and projects. The organization of the text makes for an
accessible read for new scholars looking to find a conversation to join and the
means with which to turn their inventive ideas into research endeavors and projects.
As such, this text marks a pivotal turn for the digital humanities, documenting
prospective change in a field — rhetoric and composition — which urges readers to
explore and desire to capitalize on the innovative nature of technology through
data-driven, empirical research.