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A Writer's Studio Event:
A Conversation with Anne Wysocki
Rebekah Shultz Colby and Richard Colby
Richard Colby: My first question has to do with your writing process. So much of
your writing is about framing good questions. Do you consciously set out
to do so when you start to or is it just something that happens?
Anne: In high school, Anne explained that she had trouble with writing. She
didnt enjoy the process of writing probably because no one had helped
her develop her process, so she would agonize over it, writing
everything the night before (of course). However, in a college
philosophy class, she wrote a paper that shaped her writing process in a
more productive way. When she first wrote the philosophy paper, Anne got
it handed back with the words This is not yet an argument.
Fortunately, she was allowed to rewrite it, and through this revision,
she learned what worked in her writing. She asked one question and made
everything move to that point.
I have another question about process. Given the diversity of your
experience both writing and designing for academic institutions, the
public and private sector, and your own artistic endeavors, how is your
process similar or different? In what ways do you bring these
potentially dissimilar processes into your classrooms?
The rhetoric program at Berkeley actually helped her talk about her
technical writing and her computer interface design for Apple as
specific decisions made to implement a specific purpose for a specific
audience. Knowing why she made a certain design decision over another
and how the purpose of the design shaped these decisions was helpful in
talking about her design and explaining it to her clients and
co-workers. Brining up Gunter Kress, she also said that if she went
counter to the prevailing genre and did something more innovative, it
was important for her to make design decisions that her audience would
still understand.
What do you hope the freshman writing class will look like both
physically and pedagogically in 10 years given the influence of the
visual and audio into current culture, Kress and the New London Groups
Multiliteracies, and an interest in writing as a process of design?
The comp classroom, Anne hopes, will look a lot more like a studio, as
in an architectural studio. For instance, just as architects design bus
stops for lower income people, writing students could design mulimodal
texts in the same way. Different audiences (or clients) could come in to
discuss the project and the whole project would become a continual
process embedded in the history and the local context and needs of the
community.
My wife and I happened to be over by the career center when we started
to read the Internships and what was expected. So many different
opportunities, from psychology to child literacy expected students to be
able to produce web pages, print resources, and promotional materials.
Given our focus on writing in multiple genres and media, it was
comforting to hear that past the university, these rhetorical situations
expected a variety of approaches.
However, we recently conducted a faculty survey about writing on this
campus, and we gained some useful insight about faculty expectations
across campus. Some faculty responded in very traditional ways, one
stating that he/she understood why students liked these more creative
projects, but that he/she though it was more important that students
learn the expository essay. Yet, another professor though it important
that students learn description and integration of visuals into their
texts.
My question is, both as teachers and as a program, how can we best
respond to these sometimes conflicting expectations about what we teach
in our writing classrooms.
Anne argued that there was no reason to split multimodalities and
academic writing when in actuality the overarching principle underlying
both of them is to be savvy about making choices. In other words, in
mechanical engineering and psychology, there is a different format
expected for each of them. So, students show learn how to assess and
figure out these differences. They should learn how to research the
different texts and discourses of place to find these differences.
It seems so much of what was the computers and writing community has
been swallowed up by technical and professional writing positions and
programs. I am also keenly aware of how so many technology decisions
have been offloaded to centralized IT offices within universities. What
do you think is the current state and future of computers and writing
specialists?
She admitted that she didnt really know the future of computers and
composition, but that the future of computers and composition will
undoubtedly be decided by local IT contexts in each university. However,
in the future of computers and composition, she wants a broader sense of
composing a wider spread of digital artists along with rhet-comp. As a
field, rhet-comp does understand the conditions in which people learn to
be confident communicators, and often this confidence means having a
certain amount of technological savvy as well. So, there continues to be
a need for smart administrators who can envision programs in which rhet-comp
specialists have a certain amount of control over what and how they
design as well as how they teach this design. Administrators also should
be able to envision programs that foster collaboration between different
departments so that faculty from different departments can work together
to bring aspects of design to students in the most innovative and
productive ways.
There has been continued interest in considering video and computer
games effect on literacy and learning, with earlier work looking at
narrative and play, Gees 36 Learning Principles, and even the upcoming
special issue of Computers and Composition. How do you see computer
games impacting the writing student, and what do you think their role
might be inside the classroom?
She laughed and said that there were 8000 answers because there are so
many different games and each game is unique. She also hopes that more
educators go into game design, at least if they are the fun kind.
However, she also realizes that developing good educational gameware
like this takes massive amounts of time and technological access and
savvy. She also acknowledged another problem in developing software:
software often takes so long to develop that, by the time it actually
gets developed and put on the market, the software is almost obsolete.
However, with good game design, she also sees the potential of games
within composition a confluence of technical writing and artistry. She
also sees a kind of potential for sensuous engagement which breaks
down the often maintained academic binary between communication and
expression. Computer games have the potential to bring it all together
and create complex texts that fully engage players on multiple levels.
Unfortunately, in the academy, there is still the tendency to think of
texts as stable when they are not and, in fact, are changing rapidly.
This is not the 1950s. Finally, she laughed and said she wondered what
the Wii would do to our notions of embodiment within a text.
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