ICIT 2017 The 8 th International Conference on Information Technology doi:10.15849/icit.2017.0000 © ICIT 2017 (http://icit.zuj.edu.jo/ICIT17) Modelling a digital graphic novel Zulikha Jamaludin Universiti Utara Malaysia Malaysia zulie@uum.edu.my AbstractResearchers and designers proposed “digital graphic novels” (DGN) because reading a graphic novel from physical book is not a popular choice anymore due to the absence of interactivity, user control and rich multimedia support. It however opens ups debates on whether such graphic narratives is usable as well as effective for transferring knowledge. Researchers in Human-Computer Interaction field argue that this kind of media enables the absorption of previous knowledge in the story presented and can suggest new knowledge to the user. However, not designing DGN based on a solid model will continue to bring prejudice for this media. This paper focuses specifically on cognitive processes of constructing a conceptual DGN model of an explanatory type. Utilising action research cycle, Rigaud’s unsupervised framework of DGN, Kane’s educational graphic narrative model, Hughes’s dual pathways model, and Cohn’s visual graphics narrative model were examined and analysed to extract variables that can explain DGN semantics. The analysis revealed that the unsupervised framework can be extracted to improve newer model. We thus enhance Kane’s educational graphic narrative model in order to translate the knowledge into a target system. Expert evaluation was carried out on the enhanced model. The evaluation results provide positive insights specifically on idealising assumptions and viability of the model. We then proposed the final premise where visual narrative comprehends the meanings of sequential images characterised by order and timing delivered in the storytelling strategised by graphic narrative and graphic text consisting of images, content and print texts in the knowledge base. This premise of the model serves as one of the principle instruments of modern science, with specific contribution to the development of usable DGNs. The model contains rational attributes to be used as a foundation for DGN design and development. Keywordsdigital graphic novels; user experience; visual narrative grammar; interaction design I. INTRODUCTION “We must design instruction that reflects the mediasphere in which children and youth live” (Sutton & Brozo, 2010, p. 528). What is this thing called digital graphic novels (DGN)? Graphic novels are visual narrative mediums that tell stories using multiple static images (panels) placed consecutively throughout the book. Every part in a GN panel plays a role in the interpretation of the texts, and thus GN actually demands sophisticated readers (Petrovic, 2010; Hughes & Morrison, 2014; Cohn 2014). Major type of graphic novels, including Manga (the Japanese style comic), superhero story, personal narratives or ‘perzines’, fiction and non-fiction. When digitized into digital books/prototype/apps equipped with interactive techniques and enhanced graphics features, GN is considered as digital graphic novels or DGN. DGN is a form of literature. No matter how simple, it is a kind of literature and it contributes to knowledge creation (Kane, 2013). Why DGN? Just about 65% of people are visual learners (Vakos, 2013) and this makes the number of visual learners averages out to two thirds of the world population. Using an appropriate visual tool will enable us to channel knowledge easier to the large portion of human population. DGN is quicker to read than a prose novel, yet there’s no shortage of literary worth in it (as in Watchmen by Alan Moore & Dave Gibbons and Maus by Art Spiegelman). The use of picture and images, on top of speech bubbles help readers to better understand the content, learn new vocabulary words, progress with the narrative, and support for text interpretation (Prensky, 2001; Hassett & Schieble, 2007; Hughes & Morrison, 2014). The images in DGN enable readers to decode facial and body expressions, the symbolic meanings of certain images and postures, metaphors and similes. DGN with its visual characteristic can help reduce ambiguity in understanding the content and can also convey information that is sometimes difficult to articulate with words. On top of those, DGN is a usable and effective media for transferring knowledge (Hermann, Ferré, Ducassé, 2012; Rigaud, Guérin, Karatzas, Burie & Ogier, 2015). They argue that this kind of media enables the absorption of previous knowledge in the story presented and can suggest new knowledge to the user in an interactive way. They further mentioned the semantic annotation tool that can be embedded if the media is in digital form. Transported in digital form, the impact of DGN can multiply. However, not designing DGN based on a solid model will not prove the abovementioned benefit and continue to bring prejudice to DGN. II. RESEARCH ON DGN AND HCI Trends in user experience (UX) design or user interface (UI) design suggests that interactions with computer applications will finally come to resemble our everyday face- to-face interaction in real life. With current advances in interface design, it is facile to imagine that future interaction relies on users’ ability to process knowledge directly without it being preconceived by the designer, as in the conventional model of human-computer interaction (HCI) design. Figure 1 (a and b) illustrates the difference between conventional HCI and explanatory model of newer HCI model. The purpose of showing Figure 1(b) is to show that both designers and users