Professional Documents
Culture Documents
Design
on a
rhetorical
footing
2 Introduction
5 Theoretical Framework
14 Applications
24 Conclusion
28 Student Work
Design Papers 6
Copyright ©2008
Design Division
NSCAD University
5163 Duke Street
Halifax, Nova Scotia
Canada B3J 3J6
Intrinsic to the evolution and modes of designing characterized here, are some
entrenched perspectives that have influenced and continue to influence the study
and practice of design. In her book “Dynamics of Document Design”, Karin
Schriver (1997) traces the development of the graphic design profession and
acknowledges three influential intellectual positions that have shaped thinking
and beliefs in the field. I will refer to them as the craft approach, the artistic
approach, and the rhetorical approach.
Schriver suggests that the craft approach focuses on the “how to” of design and
emphasizes the steps needed to achieve a competent final product. This mode
cultivates knowledge of guidelines, principles, rules, and routines and stresses
technical skills and stylistic features. The artistic approach follows the fine arts
model, where visual elements are employed to express the personal values and
feelings of the designer. This attitude encourages developing an individual style
as a kind of signature to distinguish the work and embraces the idea of working
by intuition. The act of making the form is valorized above all else, and the view
is promoted of the designer as an artist struggling against society by making
personal statements through visual artifacts. The rhetorical approach provides design
with a theoretical framework for thinking about the complex relationships among
subject matter, communicator, public, medium, and context and offering strategies
to communicate successfully in any situation. This approach advocates that the
visual structure of a message must serve the needs of the intended public and that
effective design must do more than look artistically refined and please the
designer. Most significantly, this mode stresses communicative totality and
challenges designers to assess the adequacy or appropriateness of their work
(Fig.1).
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Figure 1 Interrelationship between subject, public, and designer within
the dynamics of situation, context, and client that impact the production
of an artifact or media.
While some practitioners and design educators still grapple with the limitations of
the craft and artistic approach, it is especially the conflict between the artistic and
the rhetorical models that raises concerns about what makes “good” design. For
example, is such design the refined embodiment of the designer’s personal vision?
Is it a solution that meets the client’s goal? Is it a product that meets the people’s
apparent needs, desires and values? Or is good design something that integrates
the vision of the designer, the needs of the public, and the goals of the client? The
answer to these questions depends largely on whether or not designers recognize
and embrace the social and interactive nature of visual communication; whether
they recognize that designs are intentional acts and visual arguments that declare
something “that invites the audience to accept or reject something” (Tyler, 1995).
Designing for visual communication is a social activity which arises in response “Designing for visual
to a problem, an opportunity, or a circumstance in the world. Designers transform communication is a social
constraints into opportunities, and the capability to design emerges from a fusion activity which arises in
of values, knowledge, understanding, imagination, and skills consolidated by response to a problem,
experience. Every piece of design arises from the need to communicate a specific an opportunity, or a cir-
message and to obtain a desired response, and thus one cannot judge the quality cumstance in the world.”
of a design merely on the basis of its visual appearance. In a specific problem
situation, for example, visual communication designers generate tangible artifacts
using color, type, and images in combination with different graphic techniques to
communicate, and to build a bridge between a client, an issue of concern, and an
intended public. During this process, the designer attempts to influence, persuade,
or identify with that public; to accept or reject information, to provide an experi-
ence or to take some action - in short, to adopt a belief suggested by the visual
material. The responsibility of the designer is to craft an appropriate and effective
visual solution given the objectives and constraints of the assignment which can be
seen as a temporal process that usually comprises an intuitive, rational and making
phase. Designers, in their role as facilitators of social action are involved in shaping
communication processes as well as the resulting products. Such shaping affects
everyday objects, actions, and events. Because designers generate visual objects
to communicate with audiences to achieve certain ends, and because they gener-
ate objects that become part of the competing pool of expressions and arguments
that make up our daily communication experiences, design practice is inherently
rhetorical.
Theoretical Framework
Rhetoric, the theory and practice of persuasive communication (the Greek word “Although classical rhet-
for “persuasion” derives from the Greek word “to believe”), had its beginning in oric was associated primar-
ancient Greece about 2,500 years ago and the study of rhetoric was a cornerstone ily with persuasive discourse
of education during ancient Greece and Roman times up to the Middle Ages. Some in oral, and later written
influential French thinkers in the 16th century distinguished logic and reason from form, it can be argued that it
rhetoric, setting them apart as a separate field of study and defining rhetoric more pursues, from its beginning,
narrowly as the art of verbal style and embellishment. a multimodal communication
Although classical rhetoric was associated primarily with persuasive discourse in agenda.”
oral, and later written form, it can be argued that it pursues, from its beginning,
a multimodal communication agenda. This observation is borne out by the fact
that rhetoric does not only concern itself with the verbal properties of speech but
also its delivery, during which the speaker performs like an actor. Central to this
performance are nonverbal signs such as voice, gesture, posture, facial expression
and even stage effect. Aristotle defined rhetoric as the “art of finding in any given
case what are the available means of persuasion” and discussed the ways in which
messages would be received and understood.
In a recent essay, Gesche Joost and Arno Scheuermann (2006, p. 2) reference the
following approaches as being of major significance for design. Gui Bonsiepe
(1965) presented his well-known outline of a visual/verbal rhetoric as early as the
1960s. He continued his work by expanding his approach from print media to film
and interactive media. Roland Barthes (1964) and Umberto Eco (1972) worked on
the rhetoric of the image, whereas my own work (1984, 1986 and 1988) continued
from the designer’s perspective. Richard Buchanan (1985) was the first who labeled
Many years ago, after finishing Edward Corbett’s “Classical Rhetoric for the
Modern Student” (1965), I felt that I had just read, for the first time, a book
that covered the interrelation between the design process and effective
communication in a comprehensive and enlightening way. Despite the fact
that it covered the scope and process of “designing with language”, it was
obvious to me that the issues addressed were, in general, of great relevance to
the field of design; namely that the framework of principles, techniques and
tools was transferable and independent of subject matter and that it contained
fundamental underpinnings to improve, and better understand, design activity.
Roland Barthes perhaps captured it best when he described rhetoric as a machine
that transfers “raw materials” into a “complete, structured discourse, fully armed
for persuasion” (1988, p. 50). With this metaphor, he made the point that the
subject matter or content serves as nothing more than raw material that is
rhetorically shaped and media-fitted to have an effect on an audience.
Joost and Scheuermann (2006) provide a model that describes the communicative
interdependencies between communicator or rhetor, medium, and addressee.
They translate those aspects to the domain of design (Fig. 2). Given a specific
context, the rhetor is the initiator of the communication process. In our case, this
role is played by the designer himself or his/her team. His/her intention is the
driving force of this structure as the rhetor must address an audience effectively
to be successful in this situation. Based on this intention, the rhetor will select the
most promising techniques, patterns, and devices to design the medium or vehicle,
which could be an advert, a website, an orientation system, an animated sequence,
or a 3-dimensional product. All these items operate as media within the model
because the rhetor uses them to reach an audience. Although the requisite tools
and techniques will have to change with each specific medium, they can all be
treated as media in terms of the impact within this model. Furthermore, the rhetor
has to evaluate the strategies used in the process. After an audience had its media
exposure, the evaluation of results begins, and the rhetor compares his/her
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assumptions with the real outcome. This evaluation turns into the basis for the next
design process since the rhetor/designer gains new experiences from each process.
The connections between the components of the model described can be illustrated
by looking at the posters submitted by Günter Kieser and Anton Stankowski in the
1980’s for an international competition on the theme “Safety in Industrial Environ-
ments” (Fig. 3 and 4).
figure 3 “Certainly the Wrong Protection Gear” figure 4 “Learn about Safety - Avoid Accidents”
Once the posters had been finalized for submission, acting as rhetors, both “By presenting the design
designers had to evaluate whether the rhetorical decisions made were appropriate process as rhetorical
and successful, whether the workers in dangerous industrial environments were communication, we open up
addressed in the best way, and whether the visual arguments would deter safety new ways of dealing with
violators and encourage and boost compliance with safety measures. The fact that the role of design within the
Kieser’s submission was chosen as the winner of the competition attested to the social structure.”
fact that his decisions were accurate and fitting, at least in the eyes of industry and
safety experts. To measure the effectiveness of the poster media in the industrial
context would require additional studies.
Before discussing details of the parallel nature of the rhetorical and design produc-
tion processes, we need to remind ourselves that the entire design process involves
a rhetorical perspective. Such a perspective is not restricted to the shaping of physi-
cal material, but is involved from the very moment a designer meets with a group
of people serving as the client to discuss a problem, a brief or strategy, up to the
thumbnails, sketches, and mockups generated at intermediate stages preceding the
creation of a visual product.
Rhetoric is apt as a description of the design process since it names categories for “Rhetoric is apt as a
both for the production and analysis of graphic media. As a production system, it description of the design
offers us a collection of communication strategies and techniques that can be used process since it names cat-
to produce graphic media. As an instrument for analysis it aims to explore argu- egories for both for the
mentative, affective, and stylistic construction principles. The two approaches are production and analysis
intrinsically connected since both sides can learn from each other (see Fig. 5). of graphic media.”
A. Situation
Context (place and time)
B. The Speaker/Rhetor
Background (qualifications, experience, reputation)
C. The Speech/Artifact
Inventio Invention Finding what to say (Logos, Pathos, Ethos)
A basic knowledge of the rhetorical system can support the design activity in
the production process. The production process unfolds by considering first the
situation. A design situation is one that calls for the use of persuasion - it is a
situation in which a visually-designed argument or artifact would be an
appropriate response. Of course, communication problems do not occur in a
vacuum; there exists always a context. An understanding of time, place, and
occasion will not only help to make sense of the occasion but will also establish
possibilities and limits for effective response. The exigency refers to the event,
issue or difficulty that calls forth the need to deal with the problem. Next, the
designer must consider the audience. He/she should know the basic audience
profile: what it knows and how it feels about the problem; whether it consists of
a community with shared interests or a diverse group of people who have little in
common, etc. Determining the situation is key to understanding the designer’s
role and will help to define the subject, audience, and purpose more clearly.
The Speaker/Rhetor
The rhetor or designer constitutes the next category. Usually, there are a variety
of reasons why a specific designer is put into the position to work on a particular
exigency issue for a specific audience. The designer’s background and the client
demands, his/her attitude and reputation, qualifications and experience, are all
relevant here. Also, the designer must identify his/her intention to determine
the role to be played. Such intentions or goals are significant since they influence
the design process and result. The intention behind a visual message would be
communicated, for example, by the implicit selection of one view over another,
a certain style of image treatment versus another style, this and not that layout.
The Speech/Artifact
The speech or artifact construction is usually divided into five stages that describe
the design process itself in a broad, systematic way. A typical design process
unfolds as follows: Inventio or invention, the finding of materials and arguments,
is based on an understanding of the task, personal biases, and awareness of the
targeted audience that guide the designer’s collection of possible arguments,
motifs and techniques. To be able to make an appropriate response, the designer
also needs to create a reasonable and intelligible formal structure (Logos); to evoke
an emotional response in the audience fitted to the issue and occasion (Pathos); and
to build up credibility by understanding that audience (Ethos). Dispositio, or order-
ing, refers to turning what has been collected into a structure, building a compre-
hensible information hierarchy or “story”. Elocutio or style, the choice of language,
then appears as the visual manifestation of the design solution. In this phase,
the conceptual ideas from previous phases have to be transformed into a specific
• The middle style intends to please the audience and works with
friendliness and a moderate use of rhetorical figures (see p. 19).
• The high style aims at the emotions and uses a strong affective
mode of expression.
figure 6 Male Pride (Christopher Scully), an explicit comparison to “wearing an inflated head”,
(simile and hyperbole).
From trademarks to catalogues, from orientation systems to websites, design “Every project the
works are influencing and asking for response. How the information is presen- designer accepts
ted affects the way it is perceived. Every project the designer accepts presents a presents a unique
unique challenge and requires the invention of an appropriate argument. To be challenge and requires
effective, the visual properties of the argument must resonate with the reason- the invention of an
ing and interests of the audience. Buchanan writes that “it is the idea of argument appropriate argument.”
which connects all the elements of a design”. He continues that “the designer,
instead of simply making an object or thing, is actually creating a persuasive
argument that comes to life, whenever a user considers a product as a means to
some end” (p. 95). Three interrelated appeals of design argument are differentiated
which involve the qualities of reasoning, emotion, and character, also known as
Logos, Pathos, and Ethos. The logos appeal is the way a design object is made fit
for use - is it useful?; the pathos appeal is the manner in which it is used - is it use-
able?; and the ethos appeal asks if it is an object we want to use - is it desirable in a
given situation? A design is considered persuasive and convincing if the designer
achieves a compelling balance among all three elements.
To gain a better understanding, let me sketch out some of the general persuasive
means or “affordances” used in design to address the three appeals.
Logos is the appeal to reason or logic. It persuades an audience through the power
of reasoning and is directed towards the intent and theme. In logos, designers are
mostly concerned with the use of fonts in different sizes and weights as well as
other graphic means to organize information visually, to create hierarchies and
consistency. The placement of graphs, lists, and images in a layout and an easy-
to-understand sequential structure also reflect this appeal. Scholarly documents,
instructional information, and orientation systems tend to be logos-driven.
Ethos is the appeal based on the implied character of the “rhetor”. It persuades
by proving credibility, empathy, and reliability to an audience. In ethos, the
conceptual approach, aesthetic treatment, visual dexterity, as well as almost
every design element used can convey powerful signs about a designer’s integrity,
personal attitudes, preferences, and sensitivities. Posters and media campaigns that
address social, political or health issues tend to be ethos-driven.
ethos 1 ethos 2
--Main argument: “We want you to have a safe and comfortable pregnancy and a
healthy baby”.
-- Logos is involved, for example, in the choice of the vehicle ‘calendar’ to serve as
a guide and reminder; the development of the narrative in both written and visual
form; the selection and sequencing of factual information and its organization; the
10-months approach indicating weekdays but no dates; the fold out flap attached
to the back cover to write down important contacts and phone numbers; and also
includes issues related to material selection and print production.
Classical rhetoricians taught that there is an integral and indivisible relationship “... There is an integral
between matter and form, between what to say and how to say it. This notion of and invisible relationship
integral relationship was considered to be the basis for any proper understanding between matter and form,
of the rhetorical function of style and the “figures of speech”. These figures, also between what to say and
known as the “colors of rhetoric”, provide another of the available “means of how to say it.”
persuasion” by giving clarity and liveliness to the expression of thoughts.‘Figures
of speech’ is the generic term for any artful deviation from the literal mode of
speaking, writing, or visualizing. They are usually divided into two main groups:
tropes and schemes. Tropes involve a deviation from the ordinary or customary
signification of signs and symbols, as in “The ship ploughed through the water”
compared to “The ship moves through the water”. Schemes involve a deviation
from the ordinary pattern or arrangement of signs and symbols, as in “One letter
does not a word make” compared to “One letter does not make a word”.
Examples of Tropes
Metaphor compares dissimilars, or two things of unlike nature, elucidating one
by what is familiar in the other, as in the expression “My hands are tied” which
compares bureaucratic helplessness with physical bondage.
Synecdoche substitutes a part for the whole, as in the phrase “We need some strong
hands over here”, “I bought myself a new set of wheels”.
Irony uses incongruity between what is said and meant, as in “This was as clear
as mud”,“My root-canal was very pleasant”.
Pun plays on two words or images that are similar in sound or shape, but different
in meaning, as in “Toulouse a little time in France”, “Time flies like an arrow and
fruit flies like banana”.
Amplification expands the topic by listing its particulars, for example to enumerate
parts of an argument, as in “ You need a shoebox, strong paper, tape, scissors, and
a marker to send a parcel”.
Antithesis juxtaposes two unlike ideas, as in “It was a live or die situation”.
knowledge that has been used by publishers and bookstores in the past, today
this sign might denote a pet store to most because the metaphor does no longer
represent the public’s experience. To reach the public and be effective, a visual
symbol should be within common experience.
The signification process in design involves two major operations: the generation The signIFICation process
of a conceptual perspective and its graphic treatment. Whereas the former involves in design involves two
finding an idea that articulates the subject matter in some respect or capacity, the major operations: the
concern of the latter is the visual transformation of this concept. For design, as a generation of a concep-
practical and intellectual activity, both operations are equally important. tual perspective and its
For a more detailed description we may look at the four cover images for a baby graphic treatment.
book, created by Nora A. Morales Zaragoza. The approach, presented below in dia-
grammatic form (Fig. 19), can be described from a semiotic perspective. According
to sign theory, the cover image of a baby book (Fig. 15-18) is viewed as a sign that
signifies or means something to someone, based on interpretation. A sign is a unit
composed of two entities, one present (the image signifier), the other one absent
(what the image signifies). Therefore, finding a cover image is the result of a fusion
of form and meaning, a coupling of a Form of Expression and a Form of Content
based on a method or a code of interpretation. First, to produce a concept idea,
the stated task “cover design for a baby book” is entered at the expression level.
To find what this means at the content level, the designer can draw on a variety of
rhetorical figures to approach the task from many different angles to find suitable
ideas. With assistance from a metaphor pattern, the designer in this example
focused on comparing “baby” with “growth”. The designer decided that the
concept of”growth” has visual potential and should be pursued further. In order
to transform “growth” visually, the conceptual idea is moved and positioned at
the expression level in a second step. To arrive at potential ideas that may visually
convey “growth”, the designer can again apply rhetorical figures to inspire
possibilities for an image transfer. In this exercise, the designer chose to transfer
the concept idea via metaphor and amplification. As a result, the designer was
able to enter “chicken hatching” and “list of material referencing different stages
of development” at the content level. Although the sequential process described
here is an attempt to increase a designer’s options while searching for concept
and graphic ideas, it should be pointed out that the diagram works also back-
wards, because an image may have an embodied concept which cannot be
described without the image.
In this exercise, the designer produced two concept ideas as a first step - one by
drawing on the figure of metaphor (Growth), the other by drawing on the figure
of metonymy (Chronological Registry).
pun metonymy
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In a second step, the designer used both idea concepts, to create two distinct
graphic images of each concept. The concept idea “Growth” was interpreted using
the figures of metaphor and amplification (Fig. 15 and 16): the baby is implicitly
compared to a chicken hatching (metaphor); a list of photographs and objects
reference different stages of development, such as ultrasound, identity bracelet,
crawling, standing up, tape measure (amplification, but synecdoche is present as
well). The concept idea “Chronological Registry” was arrived at by employing the
figures of pun and metonymy (Fig. 17 and 18): A play on the shape of individual
letters, as each image references a baby activity (pun); the structure of the image
is in causal proximity to a weekly calendar placing a larger number of particulars
referencing a baby’s life (metonymy, but amplification is also involved).
Examples of Schemes
Alliteration repeats the initial parts of elements in a sequence, as in
“The loose use of language is lamentable”.
Anastrophe inverts the normal order in a sequence, as in “One letter does not a
word make”.
alliteration
anaphora
parallelism
ellipsis
figure 20 Schemes.
Today, messages of all kinds are captured and disseminated through print,
photo-reproductive, and digital communication media. Each one of these
media mobilizes visual means and materials in various forms to influence
diverse audiences. Since designers of various specializations play a major
role in the creation of these visual media products, we can look at multi-
modal design as a field that occupies a central place within the intercon-
nected dynamics of civic, cultural, and social discourse. It follows that
a rhetorical design approach must be located within the larger framework
of communication and the general dynamics of public persuasion. The
“goodness” or “rightness” of a design can never easily be estimated outside
the knowledge of its purpose and its circumstantial background. A rhetori-
cal consciousness in all matters of design requires that designers treat the
form-giving aspect not only as a stylistic-artistic endeavor. Furthermore,
design products should never be viewed in isolation since they live in a
larger web of significations that are context dependent, contingent, and
strategically crafted with a particular purpose in mind. Designing is a form
of rhetoric that can offer strategic directions to communicate successfully
in all kinds of situations, while maintaining that the visual structure of a
message must serve first and foremost the needs of the intended public
audience, and that the final product ought to do more than look artistically
refined or please the designer. In the past, rhetoric served as the design art
of spoken and written discourse. Today, design should be seen as the rhe-
torical art of all forms of media discourse.
Ellipsis
Ellipsis
Ellipsis
Deliberate omission of elements from a statement.
Deliberate omission of
Deliberate omission elements from
of elements from aa statement.
statement.
/RIGINAL BASED ON #LASSIC #ALVIN AND (OBBES BY "ILL 7ATERSON
/RIGINAL BASED ON #LASSIC #ALVIN AND (OBBES BY "ILL 7ATERSON
calvin and hobbes by bill waterson (Classic)
Anastrophe
Anastrophe
Anastrophe
Inversion of the normal grammatical order.
Inversion
Inversion of
of the normal grammatical
the normal grammatical order.
order.
%LLIPSIS
ellipsis
%LLIPSIS
One frame of the original four has been omitted, creating an effect of speeding up the dialogue.
One
One frame
frame of
of the
the original
original four
four has
has been
been omitted,
omitted, creating
creating an
an effect
effect of
of speeding
speeding up
up the
the dialogue.
dialogue.
Anaphora
Anaphora
Repetition of an element at the beginning of a sequence.
Repetition of an element at the
the beginning of aa sequence.
!NASTROPHE
anastrophe
!NASTROPHE
The first two frames have been reversed, showing the cause before the effect.
The first two
The first frames have
two frames been reversed,
have been showing the
reversed, showing cause before
the cause the effect.
before the effect.
anaphora
!NAPHORA
!NAPHORA
Initial frame has figure
been repeated severaloftimes,
20 Sequencing emphasizing
a Calvin the
and Hobbes opening
Cartoon action.
by adding,
Initial frame has
Initial frame been
been repeated
has omitting,
repeated several
several times,
times, emphasizing
emphasizing the
and inverting image frames.
the opening
opening action.
action.