design
Andrew McMurry introduces Katherine Acheson's review of Radiant Textuality, declaring that Acheson's illuminated critique exemplifies what's missing in McGann: the use of design not just to illustrate prose but also to extend a textual engagement.
Katherine Acheson's free-standing hypertext demonstrates how design
can reinforce what's said, offer a counterpoint, and, occasionally,
convey a critique of the critic.
In the fall of 1997, with the launch of ebr version 2.0, ebr editors Anne Burdick and Joseph Tabbi introduced a weaving metaphor to describe the journal interface. Three years later, Burdick sent in the following proposal for ebr 3.0, an entirely new version that enacts the metaphor using database technology.
In collecting essays for ebrs 6 and 7, the editors sought work that would not only talk about image and narrative theory in the networked environment; we wanted essays with design elements in their very construction. The essays were presented in the context of Anne Burdick's first integral design for the journal itself, ebr version 2.0.
The man behind The Sims, Will Wright, places narrative controls back in the hands of gamers.
Adrian Miles on themes of print vs. digital, engagement vs. immersion, easy vs. difficult, and affect vs. effect, as they appear in section five of First Person.
Anne Burdick reads Jay David Bolter's Writing Space.