Abstract
This paper offers a case study of the development of Hands-On Reading (https://hands-on-reading.atnu.ncl.ac.uk/login), a web app that explores the
interconnections between digital reading and writing. The app was created as part of
the AHRC-funded project “Manuscripts after Print c.1450-1550:
Producing and Reading Books during Technological Change,” which ran at
Newcastle University between February 2019 and July 2020. It was initially designed
to enable the project to ask two crucial questions: why does handwriting have an
enduring relevance in a digital age; can a more hands-on approach to reading lead to
a deeper engagement with a digital text? However, as this paper will show, the
creation and testing of this app also raised a number of conceptual issues and
technical challenges of broader relevance to the DH community, relating in particular
to the question of whether reading and writing practices can be translated to the
digital world.
Introduction: Background and Concept
The initial concept of a digital reading and handwriting app stemmed from an interest
in exploring the endurance and adaptability of handwriting in response to
technological change. Before the invention of the printing press, writing a text by
hand was the dominant means of producing a book. The scribes employed to undertake
this task copied out texts slowly and carefully and, as a result, were usually their
first readers. This task gave them an intimate and detailed understanding of the
text. The invention of print changed the craft of book production. The mechanical
processes of the press meant that printed books did not look like handwritten
manuscripts although, in a close parallel to e-readers with page-flip features,
printers tried to copy the handwritten book format as closely as they could.
Nonetheless, scribes were aware of the differences between manuscripts and print,
caused by the mechanics of the press, as were the patrons who commissioned manuscript
copies, and scribes swiftly began to incorporate features of print into their
manuscripts [
Nafde 2020]. By the late sixteenth century, scribes were
producing manuscripts that could have been mistaken for printed books. This change in
scribal practice disrupts the linear narrative of supersession that often accompanies
the invention of a new technology: that the new technology at first supplements and
then eventually supplants the older technology (the German abbot, Johannes
Trithemius, for example, wrote of his fear that print would eventually destroy
manuscripts [
Trithemius 1974]). But this linear narrative does not take
into account that the older technology also adapts and changes in response to the
new. This is particularly the case with handwriting, which has adapted through
several technological changes. The Hands-On Reading app leverages handwriting’s
adaptability to explore the relationship between digital reading and digital writing.
The digital revolution has prompted a renewed interest in handwriting and its place
in a multimedia world. In addition to the popular resurgence of calligraphy, there
has been substantial experimentation in digital handwriting tools: from the
integration of styluses with existing touchscreen technologies to the development of
dedicated hardware and software solutions (e.g. Remarkable, Kaligo, Moleskine Smart
Writing, the handwriting to text conversion tools built into some mobile phones and
tablets). Unlike the majority of these commercial products, however, the development
of Hands-On Reading was informed by a familiarity with medieval manuscript culture
and, in particular, its blurring of the boundaries between scribe and reader. This
allows us to better explore the relationship between writing and reading.
The project was also informed by an awareness of different modes of reading and the
possibilities they offer. Since the late 1990s, a growing body of research has
explored the varying ways in which readers approach printed and digital texts, as
well as the broader impact of digital culture on the evolution of reading practices.
For all their advantages, it is generally acknowledged that digital texts tend to
encourage swift reading at the expense of contemplative analysis. Recent research has
found that university students who access texts in digital form are less likely to
take detailed notes or employ other study strategies [
Schugar 2011];
they excel in identifying and recalling the information needed to answer concrete
questions, yet they are outperformed by peers who read in print when it comes to
abstract questions that require inferential reasoning [
Kaufman and Flanagan 2016].
These findings have prompted a renewed interest in the value of “active
reading,” whereby readers engage in critical or evaluative thinking as they
read a text, often simultaneously taking notes – a practice familiar to any
medievalist who has encountered heavily annotated manuscripts or early printed books.
Yet such scholars will also be familiar with another form of reading prevalent in the
Middle Ages: the slow reading of scribes, who copied texts word by word from an
exemplar, and were therefore constrained to read them at a measured and regular pace,
with all the time this task afforded for unhurried reflection. We wanted to use the
app to explore the potential value of this process of slow reading within a digital
context, and to assess how it influenced readers’ perceptions of and responses to the
digital text.
Development of the app brought together a team with significantly varied expertise.
The project’s PI and RA shared research interests in medieval reading and handwriting
practices, familiar with DH research tools though primarily from an end-user
perspective. The involvement of researchers affiliated with Animating Text Newcastle
University (ATNU), a collaboration between the Faculty of Humanities and Social
Sciences and Newcastle University’s Digital Institute, brought specific expertise in
the application of DH techniques to textual editing. Engagement with the broader
public and creative practitioners such as professional calligraphers was central to
the project, allowing investigation of contemporary trends in reading and writing and
perceptions of how reading and writing practices might change in the future. The
day-to-day development of the app was accomplished by research software engineers
with extensive experience of both commercial and academic software development. This
combination of perspectives was crucial to the conception of Hands-On Reading.
Initial Design and Related Work
Digital reading has grown vastly with the introduction of platforms such as Google
Books that are digitising material at such dizzying rates that “it would take a human an estimated twenty thousand years to read such a vast
collection at the reasonable pace of two hundred words per minute, without
interruptions for food or sleep” (
Aurnhammer
et al. (2019), referencing
Aiden and Michel
(2013), refer to Google who have scanned “over 30
million books”). One of the consequences of this growth is the tendency
towards computer-aided distant reading whereby broad patterns are identified across
large volumes of digitised texts by machine [
Aurnhammer et al. 2019]. Our
interest, on the other hand, is in exploring the possibilities offered by digital
texts for critical or evaluative close reading. To better understand how users
interact with digital texts and digital writing tools, we held a symposium to which
we invited academics, creative practitioners (mostly professional calligraphers but
also artists and designers), and digital specialists, i.e. groups of practitioners
that read and write differently. Conversations with this range of users allowed us to
draw more concrete conclusions about the kind of experience we hoped to provide
through the app, as well as its potential value from a research perspective. One of
the key outcomes of these initial discussions was the notion of slowing down digital
reading to allow time for critical thinking and reflection. This notion is
particularly timely given the rise in bite-sized information on social media
platforms that results in increasingly fast-paced reading. One of the ways we wished
to explore slowing down digital reading in designing the app was to connect reading
to writing. While other DH studies explore the possibilities offered by digital texts
for active reading – annotating while reading – we are interested in the
possibilities offered by digital texts for using writing
as a means of
reading – reading as modelled by medieval scribes.
In order to encourage slow reading, we had to carefully consider the writing surface,
the writing space, and the choice of pen tool in designing our app. A number of DH
projects have attempted to expand the functionality of annotation tools, bringing
together the applications of the pen with the possibilities offered by digital
writing. One of the earliest examinations of computer-based active reading was
Schilit et al.’s XLibris “active reading machine”
[
Schilit et al. 1998]. XLibris used a “commercial
high-resolution pen tablet display” that mimicked the “key affordances of paper” to allow readers to mark up a digital text by
hand, thereby encouraging active reading. Various projects have attempted to develop
this machine-based active reading further: PapierCraft experimented with hybrid
machine-paper format to bring together the best of both paper and machine [
Liao et al. 2008]; GatherReader sought to maintain the flow of reading while
offering a range of solutions for annotation [
Hinckley et al. 2012]. More
recently, dedicated updates to e-reader devices explore the possibilities of active
reading by replicating the look and affordances of paper (such as page flipping)
while also offering additional features such as adjustable text size, quick
definitions or translations, and the ability to easily share text; but annotation is
often limited to underlining, highlighting, or typing notes. Commercially available
e-paper tablets – such as the Remarkable and Sony’s DPT-RP1 – have allowed users to
annotate and edit digital text by hand, with specialist screen and stylus
technologies seeking to mimic the feel and tangible nuance of physical writing. While
such developments are promising, they remain in their infancy and are targeted at
specific business and creative audiences rather than at readers. Studies that examine
machine-aided active reading have found there to be a significant difference between
reading digitally and reading on paper which limits the reader’s ability to read
actively [
Sellen and Harper 1997]
[
Adler et al. 1998]
[
O'Hara and Sellen 1997] (these are conveniently summarised by
Tashman and Edwards (2011)).
We were therefore aware that in creating an app to encourage slow reading the type of
pen tool used would affect both reading and writing practices. Early research into
digital writing undertaken by Microsoft found that “there is a
rich set of deeply rooted behaviors that people exhibit when working with pen,
paper, clippings, pages, and books”
[
Hinckley et al. 2010], a concept which rang true in our initial discussions
with creative practitioners. In exploring the use of digital tools to mimic physical
writing, Hinckley et al. separated “pen” from “touch,” finding that “the pen writes, touch manipulates, and the combination of pen +
touch yields new tools.” Relatedly, Weibel et al. experimented with what
they call “paper-digital tools” by using Livescribe
digital pens to understand the practice of note taking and data collection practices,
finding that the use of digital pens caused their study participants to modify their
note taking practices [
Weibel et al. 2012]. This influenced the choice of pen
tool for our app. Users should not need a specialist stylus but should be able to use
any pen tool with which they are familiar in order to avoid introducing a new element
to the study of the relationship between digital writing and digital reading. They
should, however, have the option to select from various pen sizes and colours, with
touch-screen input using either a finger or stylus, to allow them to colour code or
size their writing as they wish.
We were also aware that writing surfaces affect the way the pen is used. Our early
discussions with creative practitioners and potential end users brought to light the
key differences between digital and physical surfaces. The calligraphers in
particular noticed the lack of sensorial feedback when writing on a screen, a crucial
difference between traditional and digital writing. Recent studies have made similar
observations: that the digital writing surface has an immediate effect on the style
of writing and, as a result, digital writing is “usually larger
and sloppier” than its ink and paper counterpart [
Agrawala and Shilman 2005]. Their solution was not to change the texture of the
writing surface but to change the available writing space so DIZI (Digital Ink
Zooming Interface) zooms in on the writing space to offset the inclination to
increase letter size when writing digitally. Building on the idea of changing the
available writing space, Yoon et al. experimented with creating extra space via their
TextTearing interface, which allows the user to break up a page of text in order to
annotate freely without interrupting its flow [
Yoon et al. 2013]. They
concluded that their participants preferred TextTearing techniques to writing in
“naturally occurring space[s]” on digital pages. But
such dynamic pages that permit expanding margins and creating spaces between lines
interrupts the natural flow of writing and disrupts reading, as Yoon et al.
themselves observed.
Weibel et al. (2012) conversely
noted that paper allows spatial organisation of handwritten annotations in a way
which digital tools do not. It was crucial for the development of the Hands-On
Reading app therefore to strike a careful balance between such dynamism and the
possible disruptions to the reading process it causes. Our primary objective was to
facilitate interaction with text on the virtual page in a free and uninhibited way,
offering an experience as close as possible to reading and writing by hand on paper.
The medieval manuscript and early printed page are ideal models for the interaction
between reading and writing. Where digital reading material such as the page-turning
books available on e-readers or the articles published in e.g. DHQ provide little marginal space, medieval manuscripts and early printed
books were often designed with large margins - and sometimes ruled with blank columns
- for the very purpose of extensive annotation. To emulate the scribal process of
slow reading, with pen in hand, the initial design of the app was based on a medieval
manuscript page. The main page of the app displayed an image of a single vellum page
that imitated a familiar non-digital writing surface. A blank vellum background was
sourced from a fifteenth-century manuscript in Newcastle University Library Special
Collections (Newcastle University Library, Mediaeval MS 4) onto which we provided
only four lines of text alongside wide margins for annotations. To encourage
interaction with the text, decorative elements such as “drop cap” initials were
limited to a simple outline that could be filled in. We used a blank decorative
“Humanistic White Vine (Bianchi Girari)” initial designed by Klaus-Peter
Schäffel. The text was rendered semi-transparent so as to elicit tracing and, in
order that the text was easily readable and yet calligraphic enough to suggest it was
a template, we chose Schäffel’s 1480 Humanistica font. A modern translation of the
prologue to Chaucer’s Canterbury Tales was selected for
the text as it is unfamiliar enough to warrant annotation, yet not too unfamiliar in
its language (being a modern translation) to be prohibitive or off-putting.
Explicit instructions were limited in order to avoid the risk of prescribing the
nature of interactions, but users were given the opportunity to provide specific
feedback on their experience of using the app. It was vital to find a way to gather
data on user interactions that could be analysed as part of the broader Manuscripts
after Print project, with the potential to pave the way for further refinement of the
app through subsequent funding bids. The decision was made to ask users to register
an account to facilitate data acquisition and to allow users to save their work.
Development
Phase 1
Hands-On Reading runs as a web application.
[1] It is optimised to
be used with a tablet so that users can draw with a stylus, rather than the more
awkward and less familiar experience of using their computer mouse. The
development of a web application, rather than native phone application,
[2] but with the “feel” of a mobile app
was identified as a practical goal within the timescale, and would allow
compatibility with both iOS and Android. The technology stack included a client
built using Angular 9 and a server built using Nest.js.
[3] Angular was chosen as an open-source front end framework: as
it uses Typescript,
[4] it offers the security and ease of programming of a
typed language. Nest.js is built on the popular Node.js server-side runtime
environment, but also offers Typescript support, which made it easier for the
developers to move between front and back-end programming. A benefit of using
Node.js based frameworks is the volume of community support online and the wealth
of open source libraries available.
The drawing functionality was provided by Fabric.js JavaScript framework, built
upon HTML5 canvas.
[5] We chose Fabric.js as it is open-source and provides a
variety of drawing and shape creation functionality, enabling us to build an
interactive object model on top of a HTML canvas element. A reset function allowed
users to remove all annotations on the canvas. Consistent with the historical use
of different inks and sizes of script in manuscript rubrication and decoration,
users could also change the stylus colour and width, with these options housed
within a menu at the bottom of the screen (
Figure
2).
A mongoDB document-based database was used to store feedback forms at this phase
of the development.
[6] mongoDB is schemaless and therefore could adapt to storing
additional data in future versions, rather than requiring a more static and
predetermined schema.
[7] This was beneficial
as we anticipated that the database content would evolve in phase 2 to store more
varied data.
Testing
Beta-testing of the app was conducted at a workshop in December 2019, twelve weeks
after the initial symposium. Participants included a number of individuals who had
previously collaborated with the Manuscripts after Print project, chiefly
professional calligraphers and special collections librarians. The workshop was
also attended by a number of academics, both with specialisms in medieval and
early modern studies and from other disciplines. While participants were provided
with iPads and styluses, they were also encouraged to access the app via their own
devices, which included android tablets, phones and laptops, and to experiment
both with and without annotation tools.
Following half an hour of testing, the floor was opened for general discussion.
Participants were also invited to complete a feedback form, answering the
following questions (which were specifically chosen to be as open-ended as
possible):
- Did you enjoy using the app?
- If you could enhance or improve any aspect of the app, what would it
be?
- Did the app make you think differently about handwriting?
- Did the app change the way you read the text?
- Do you think the app would be of use to any specific user groups?
- What device did you use?
- What is your occupation?
While participants were broadly positive about the concept of the app, two main
criticisms were raised:
- A concern over the limited guidance offered to the user. Responses to
question two included: “the task is not clear;”
“a little guidance...;”
“no task instructions.” While these comments were noted, they did not
represent a major concern as one of the key objectives of the workshop was to
see how users approached the app without instruction. Indeed, one participant
noted, “[I’m] glad we didn’t get this information at the
time.”
- Frustrations regarding functionality, especially the absence of zoom and
undo features. Users who accessed the app on touchscreen devices mentioned that
they instinctively expected compatibility with touchscreen gestures. The lack
of a zoom function was noted particularly by phone users, while there was also
discussion of whether an erase function was appropriate within an app that
mirrored a manuscript page; several calligraphers suggested that a "scrape to
remove" function would be more in keeping with the style.
Questions three and four revealed a notable disparity between testers of different
professions. The responses of calligraphers generally indicated that the app had
not encouraged them to think differently about handwriting or read the text in a
different way; one admitted that this might be “because I’ve
been thinking about [handwriting] for a while.” The experience of using
the app with pen tools rather than a pen itself stopped calligraphers from reading
the text carefully, with one commenting, “I began to read the
words as I traced but because that experience was frustrating I stopped
reading.” However, academics and librarians stated that using the app
had made them consider the relationship between the reader and the text and had
encouraged them to contemplate the text's material form. One wrote that “it made me think about handwriting and decoration, material and
page design as being inseparable;” another wrote that “it made me think differently about the relationship between
handwriting (as a reader) [and] text;”
“it made me focus more on how I read.”
Professional calligraphers generally did not consider the app to be a potential
tool for teaching calligraphy, “unless it provided a starting
point to lead someone to say ‘I want to know more’.” These
responses confirmed the limitations of a generic touch screen/stylus combination
for creating an experience akin to calligraphic writing with paper and pen; they
also confirmed that the app could be used as a tool to encourage reading the
digital text by writing, rather than a digital writing tool per
se.
Phase 2
Reflecting on these responses, it was clear that the functionality of the app
limited the way the text was read. The largest barrier to reading appeared to be
the gap between the expectations of users, the affordances of digital tools, and
the difference between paper and digital interfaces. The app was therefore refined
to address some of the issues raised by testers and to add new features that allow
further reflection on the initial research questions.
The most pressing of these changes was the introduction of an erase button. We had
initially rejected the addition of an eraser on the grounds that it would not
reflect medieval annotation practices, opting instead to include a reset button
which deleted all annotations. However, testers found this option frustrating and
too distant from their experience of using digital tools. Part of these
frustrations is that testers came to the digital interface with pre-set
expectations of digital reading and writing, specifically around the features that
are typically available to them on tablets. Therefore a “scrape to erase”
feature, which would remove a layer of annotation and slightly damage the vellum
underneath it, in keeping with medieval annotation practices, would have likewise
been incompatible with how digital devices are used today. While we were conscious
that the app could not directly imitate the affordances of paper and pen, the
digital eraser function is both closer to its physical counterpart and a common
feature on digital annotation programmes and users are therefore likely to find it
more intuitive than the other options. The eraser was not a pre-existing feature
of Fabric.js and was implemented as an add-on, removing any drawing or imagery
existing on the canvas wherever the user “draws.”
At this stage we would also have liked to respond to feedback by introducing
zooming, panning, and responsive sizing (automatic resizing of the app based on
the user’s device). This is probably the most significant sacrifice necessitated
by Fabric.js. To facilitate responsive resizing, zoom functionality, and
associated panning across the screen, Fabric.js required the manuscript page to be
set as a background image on the canvas. However, the implementation of the eraser
meant that it removed all drawing on the canvas, not only the users' additions,
and therefore the manuscript image had to be added to the background HTML in a
parent
<div> rather than as part of the resizable
canvas.
[8] While this was a compromise, we were also conscious of the
potential disruptions to the reading process created by digital features such as
zoom, as described by
Yoon et al. (2013). Having
observed our testers, we noted that the majority of them demonstrated familiarity
with the features usually available on tablets, such as pinch to zoom gestures.
Such paradigms are now entrenched enough that users expect their availability in
all apps, finding their absence counterintuitive. Such gestures do not reflect the
affordances of paper and it is these sorts of changing expectations that are
driving the gap between physical and digital books. It will be key to a further
redesign of the app to negotiate between user-expectations and the experience of
focussed reading with a pen.
Other changes to the app were implemented to facilitate its use, thereby allowing
users to operate it more intuitively and focus on reading rather than the
frustrations of unexpected functionality. To simplify pen colour choice, black,
red, and blue were added to the colour picker as pre-set colours, as shown in
Figure 3. We also added page turn functionality to
encourage users to read beyond the first page and increased the amount of text
available. Given that we had to abandon responsive functionality at this stage,
the font size was carefully chosen to ensure it could be clearly read while
leaving enough blank marginal space around the text to encourage annotation. The
number of lines displayed on the screen was limited to four, conforming with the
size of a standard iPad. The text was displayed overlaid on an image of a right
and left facing manuscript page, as shown in
Figure
4. Users move forward and backwards in the text with buttons on each side
of the manuscript.
Stylistically, we refined the appearance of the app to a coherent theme giving the
feel of a native application. This was achieved using Bootstrap 4, an open source
css toolkit, chosen for its mobile-first styles throughout the components
offered.
[9] We
particularly made use of the button grouping and styling and layout assistance
that Bootstrap offers.
Figures 5
and 6 show the evolution from the Phase 1 to Phase 2
menu with additional features. The styling makes the menu smaller, thereby
ensuring that it does not encroach too heavily on the annotation space. Icons
rather than text keeps button size to a minimum. So that it is not intrusive, we
opted for a black background to match the black background against which most
manuscript pages are photographed and introduced a green and blue colour scheme to
pick up colours in the illustrated manuscript page. Finally, we included a pop-up
window on opening the app which details instructions for its use. These
instructions are kept to a minimum to avoid directing readers too precisely,
allowing us to monitor the variety of annotations made by users.
In order to encourage reading over a longer period of time and to enable us to
gather further data on how the app is used, user accounts that allow page saving
and resuming were introduced in this phase of redesign. Users are now able to
register with their email and set up a password, which is saved in the database in
an encrypted form using password hashing provided by bcrypt.
[10]
Figure 7 shows the login page, including the option
to show or hide the password. On logging into the app at a later date, users are
presented with their last saved page to resume reading. Fabric.js made saving
images in the database straightforward through the functionality to export the
canvas as an SVG string suitable to be entered into a text-based database.
[11] As users make and
save additional changes to a page, that page is updated in the database. To
reflect the additional data now being collected by the app, admin features were
added, including the ability to view a table of users, the number of pages saved
with date stamp, and the number of feedback forms submitted. These data can be
downloaded in csv form for ease of analysis and interoperability. Each saved page
can also be downloaded and viewed.
Further iterations of the app might include features which address our initial
research questions more fully. For instance, a feature that captures the timings
of the marks made on the page or video recordings of the page would give us a
fuller understanding of the process of reading with a pen in hand. Automatic
resizing for different devices would make the app more accessible to mobile phone
as well as tablet users.
Conclusions and Future Work
While Hands-On Reading demonstrates the importance of looking at the adaptability of
old technology such as medieval manuscripts and early printed books in creating tools
for digital reading and writing, there are several ways in which the app might be
further developed to explore the possibilities of slow reading. Despite recent
advances, the gap between current digital technology and its paper counterpart
remains sufficiently broad enough to prompt the question of whether digital reading
can directly replace the physical book. Readers approach the digital and the physical
text with different expectations; their way of processing information in digital and
non-digital platforms also differs. Thus, if medieval practices of reading with pen
in hand cannot be translated directly from physical paper formats to current digital
formats, then a broader question arises: can digital interfaces offer new ways of
reading which surpass the possibilities of physical books?
Early twenty-first century predictions of the demise of print publishing have proven
to be unfounded, with a strong revival in sales of printed books over the last
decade. Some categories of books – such as genre fiction and academic publications –
have flourished in the new medium, yet many others remain firmly rooted in the print
market. That audiences prefer to access different kinds of books in specific formats
does not lack historical precedent. Moreover, as the recent decline in e-reader sales
indicates, many readers prefer to access digital texts via computers, smartphones and
tablets rather than seeking new devices for reading. Though future technological
developments may well allow us to shrink the gap between print and digital media, it
seems entirely likely that the two modes of textual consumption will continue to
coexist, albeit with the emergence of new forms of interaction between them.
However, one area where there seems to be considerable potential for permeability
between paper and digital technologies is that of writing. The stylus is held and
moved in the same way as a normal pen; even in its most basic form it affords a
familiar experience, while advanced hardware and software tools are capable of
emulating (if not fully replicating) the tactility and precision of writing with a
pen on paper. Current touch screen and stylus technologies are not yet sufficiently
advanced to teach practical calligraphy at anything more than a basic level, but the
growing number of mass-market and specialist software solutions that facilitate
“inking” indicates the potential for digital writing to complement and enhance
existing digital tools and modes of consumption.
With readers increasingly accessing digital texts with a stylus in hand, this is an
opportune moment to explore the possibilities offered by slow reading within a
digital context. Rather than imitating paper and pens to encourage active reading in
digital formats, the gap between paper, pens, and the current affordances of digital
technology could itself be leveraged to offer new ways of reading. While physical
books are not designed to allow a reader to copy over a text while reading, digital
texts can easily be manipulated to explore this functionality, encouraging the
interaction of text and pen for example by tracing words. Doing so permits the reader
to engage with the text in an entirely new way: reading by writing.
Slowing the process of reading, and thereby allowing time for evaluative and critical
thinking, means that the app could be adapted to a variety of audiences. The
development process brought the question of the app’s target audience into sharper
focus. The initial concept of the app emerged from a set of broad research questions
rather than an attempt to fill a gap in the market, and throughout the design and
trial phases we sought to explore potential applications in an open and
non-prescriptive way. Feedback from testing workshops confirmed our assumptions about
the limited value of Hands-On Reading as a tool for teaching calligraphy, but also
raised various possible ways in which it might be adapted for other educational uses.
The most promising of these suggestions – and the most consistent with our research
goals – is further development of the app as a tool to explore and enhance reading by
writing in primary, secondary, and higher education. The growing body of work on the
impact of digital reading in this setting [
Cull 2011]
[
Schugar 2011]
[
Chen et al. 2013]
[
Kaufman and Flanagan 2016] is only the most recent phase of a longstanding
tradition of scholarship on how students can and should read, stretching back to the
twelfth-century
Metalogicon of John of Salisbury. More
recent research indicates that the use of handwriting apps with a tablet and stylus
not only improves children’s ability to write with pen and paper but also aids in
their general development, academic success, and emotional wellbeing (these studies
are conveniently summarised in
Klein et al. (2021)).
Existing apps intended for both school and home use – such as Kaligo, iTrace and
Handwriting Without Tears – teach letter and number formation through a similar
process of tracing and are designed to complement national curricula. But while
several DH projects have studied the benefits of annotation on memory and
understanding at primary and secondary level [
Butler et al. 2019]
[
Bonneton-Botté et al. 2020]
[
Araújo et al. 2021] and university-level study [
Marshall 1997]
[
Wolfe 2000]
[
Hong et al. 2012], only relatively limited attention has been paid to the
role that writing plays in facilitating the comprehension and interrogation of the
digital text (on this subject see
Fitzpatrick
(2013)). Hands-On Reading’s unique digital medieval format could be
leveraged to further aid the process of annotation and so information retention, and
offer the opportunity to more deeply examine the concept of slow reading with pen in
hand.
Finally, the development of Hands-On Reading has allowed us to reflect on our initial
research questions: why does handwriting have an enduring relevance in a digital age,
and can a more hands-on approach to reading lead to a deeper engagement with the
text? Though it is clear that numerous factors have contributed to handwriting’s
longevity, development and testing of the app has shed particular light on the role
of handwriting in facilitating the critical and inferential evaluation of textual
sources, whether in printed or digital form. As the digital revolution continues to
profoundly change the way we consume texts – and broader social trends highlight the
fundamental importance of interpretative analysis – there is a pressing need to equip
contemporary readers with the tools to approach the digital text on a deeper, more
reflective level. There is nothing new about the use of handwriting to promote more
active forms of reading, but digitally replicating much older forms of reading while
writing can allow us to make the most of these technological advances while
simultaneously taking a slower approach to reading, with all the critical and
evaluative benefits this brings.
Notes
[1] An application running on a
server rather than installed on each user’s machine.
[2] i.e.
apps available through app stores, usually on mobile devices, specific to
either Apple iOS or Android.
[3] The “client” is
the front-end visual appearance and behaviour of a website, whereas the
“server” is the back-end of the application which handles user log in
and communication with the database. Generally, the terms “client” and
“front-end” are used interchangeably, as are “server” and
“back-end.” Angular 9 is a web application framework that helps to
build the client. Nest.js is a back-end framework that does a similar role for
the server.
[4] Typescript is a programming language that builds on the
language JavaScript.
[5] Fabric.js is a library of code available for programmers
to integrate into their programs that offers drawing functionality. HTML5 is a
text formatting mark-up language which dictates the arrangement of content on
the webpage
[6] mongoDB is a type of database used to store text-based
data.
[7] Some databases store data in tables with pre-determined
fields and relationships between fields, e.g. a user will have an email and a
related password. In contrast, in a schemaless database fields are not
pre-determined and the database does not follow a strict schema, e.g. fields
can be changed during development to add a username.
[8] A <div> is a block of content within the
site.
[9] CSS is a language used to write descriptions for formatting HTML
content. Bootstrap 4 is a library of code that can be integrated into a program
that provides pre-set styling for common elements such as buttons.
[10] A hashed
password is a scrambled version of the original password that can be
unscrambled using a secret key known only to the website. This means that if
the scrambled version of the password is ever intercepted or accessed in the
database by an unauthorized source it cannot be unscrambled. bcrypt is a
library of code that offers this functionality.
[11] An
SVG (scalable vector graphic) is an image type where information can be stored
as text characters using the XML markup language.
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