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
Abstract— Researchers 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.
Keywords—digital 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