The value of images: using pictures and words to
enhance intercultural and international communication
Dr Alun Price, Associate Professor Stuart Medley
As our institution expands its international offerings it is increasingly
important to be able to communicate with intelligent and able people
who have not had much exposure to learning in English. It has been
difficult however to communicate verbally due to the low English
proficiency of international clients and lack of language skills on the part
of the Australian participants. This experience in international
communication has highlighted the need for alternative methods of
communicating information. In communicating with the students from a
Japanese university I found that using diagrams and sketches worked
well for example, in creating a cartoon of the process needed to carry
out an assignment, such as research in books, asking questions and
testing out designs on users. The students also produced visuals to
describe their experiences and thinking.
The approach has also been used with postgraduate local students and
has developed further dimensions that are proving valuable. This paper
explains some of the directions taken in introducing visual
communication with international clients and explores the ways the
approach accords with research into compensatory communication
strategies, in particular, communicating with pictures. The value of
visual communication in intercultural and international contexts is
demonstrated.
Key words: visual-communication, intercultural, cartoons,
compensatory-communication.
Russell Thom 2016
Introduction
This project derives from a problem that arose whilst attempting to communicate with
international students in a course on collaborative design. In 2016 a group of
students from a Tokyo based university participated in a study abroad program at
Edith Cowan University, Perth, Western Australia. Numbers in this program were
high, more than 200 students a year.
Students spent seven weeks studying English followed by seven weeks in academic
programs. One of the units in this continuing program is Collaborative Design for an
Intercultural Experience. This unit is based on a unit in the Bachelor of Design
course that sets out to teach soft skills MacDermott, C., & Ortiz, L. (2017). in design
including:
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Design thinking
Collaborative design
Working with organisations
Negotiation
Wicked problems
Asking effective questions
Team working skills
Design methods
It also introduces aspects of social and environmental sustainability.
Rationale for the research
In trying to communicate to the Japanese students it became clear that many of
them had low levels of English comprehension. This unit, because it deals with soft
skills, not the more easily defined technical aspects of design, needed to
communicate ways of behaving. A simple example of a task in this unit is asking
students to find users for a design and ask them questions about it. This seemingly
simple task requires that students understand that they need to identify the user of a
design, to formulate effective questions and to ask for feedback from the
participants. This is a relatively straightforward task when dealing with students with
good English competence. Students in this study abroad program are not required to
meet Australian university English standards and some have an IELTS as low as 2,
compared to the 6.5 required by fully enrolled students. After the first couple of
classes it became clear that drawing diagrams was a more effective way to
communicate with these students. This came about by the lecturers’ use of simple
diagrams to explain what was needed. For example, showing a cartoon figure
holding a document marked ‘questions’, then a picture of a group of participants
listening to the questions asked, followed by a picture of the interviewer reading a list
of answers.
This observation led to an investigation of the ways in which Japanese visual culture
uses illustrations, particularly Manga, to communicate concepts, and also ways in
which other cultures use images. While manga embodies a range of aesthetics in its
visual styles, compared to other comics cultures in the world its conventions are
remarkably homogenous. Cohn (2012) says “In Japan, almost all drawing styles use
the conventions found in Japanese comics, which predominantly use a stereotypical
style”.
Theoretical framework
There is a considerable body of literature on Japanese visual culture that deals with
history and use of manga: ‘Many readers are probably familiar
with the well-known elements of manga. For instance, that manga pages are
read from right to left and that human faces are often drawn with large eyes
and pointy chins.… these features can point toward many deeper insights
into the rich structure of Japanese Visual Language.’ (Johnson-Woods 2014 p.188).
Johnson-Woods’ point about exaggerated features is an important indicator of how
to proceed with visualizing. He also discusses the ways in which manga relate to
Peirce’s formulation of iconic, indexical and symbolic representation (Fabbrichesi, R.
and Marietti, S., 2006). Manga images and other diagrammatical uses of people in
instructional documents can be considered as iconic, in that they resemble what they
portray.
The iconicity of images gives the illusion that all drawings are universal and
easy to understand, since they can mimic the character of objects in our daily
perception. Despite this, the ways “visual speakers” draw people remain just
patterns in the minds of “artists.”
Johnson-Woods 2014 p.188
As Cohn observes: “The predominant view says […] proficiency in drawing relates to
the ability to accurately represent the way things look in the world. In contrast, [a]
theory of visual language bases drawing proficiency on the degree of “fluency”
reached with using an expressive system. Thus, learning to draw must involve
acquiring graphic schemas” (p.4, 2012). As far back as 1988, Wilson observed that
“nearly all Japanese 6-year-olds can produce complex visual narratives, less than
half of 12-year-olds of other countries have this proficiency”. This raised a
consideration as to what style to use if developing images designed to communicate
actions and processes; did we, the educators, need to use, for example,
exaggerated facial cues, such as those sometimes seen in Japanese Manga?
Manga critic and theorist Fusanosuke Natsume (2001) even believes
that overemphasis on images detracts from the story. As a language, using a
consistent visual vocabulary allows readers the freedom to focus on the
content of the expressions rather than on the expressions themselves.
(Johnson-Woods 2014 p.190)
What was required was attention to consistency and visual conventions that both
educators and visiting students could understand. Iconic pictures better match realworld referents. In this regard these require less learning or agreement regarding
meaning than symbolic pictures such as pictograms or ideograms. The problem with
iconic or high-fidelity pictures can be their inherent specificity; the beholder will want
to try and identify the people in the pictures if the detail in the pictures allows
identification. The tasks the students’ pictures were put to, however, were rarely
about individual persons and more about any Japanese student’s experience.
Lupton and Miller address the question of specificity implicit in high-fidelity pictures:
“the informational richness and depth of the photographic image is at odds with the
imperative for the generic” (Design, Writing, Research, 1999, p.133). It was decided
that a simple iconic approach, without many of the exaggerated visual cues inherent
in Manga, and without unique details in faces or figures where identification was not
a task of the pictures, would be relevant to the messages being communicated.
Jamieson (2006) states that perception is paramount in visual communication, unlike
written language where codes and conventions are decoded to create meaning.
Whilst both forms of communication provide information they can cross-fertilise each
other; words can be used to disambiguate pictures and typically labels in
instructional design are used in this way. However, pictures also disambiguate words
(Barnard, Johnson & Forsyth, 2003). This led to the decision that the slides used in
presentations would use words and images. Findings from research into
doctor/patient communication, using images, discovered that combinations of words
and pictures were effective. Certain picture-text ‘interactions' appear to increase
comprehension (e.g. 'hard' text with 'easy' pictures) (Moll nd. p.207)
Case study
Because of the low levels of English literacy, communication with these students
was largely carried out by use of drawing, especially in cartoon (manga) form. This
happened in two ways; students used cartoons to describe their experiences as part
of the design processes we used: The five step design process, derived from the
work of Osborne and Parnes (Puccio, G. J., Mathers, S. K., Acar, S. K. and Cayirdag,
N. K. (2017). The second of the two assessments that they carry out is a ‘wicked
problem’ Brown, V. A., Harris, J. A. and Russell, J. Y. (2010). These problems have no
ready solution and in fact cannot be solved, just improved. The problem that they were
given is ‘How can you use design to improve the experience of being a Japanese
student at Edith Cowan University. This problem relates to the First Year Experience
issue that all universities have to be aware of in order to stem student attrition.
The second stage in this process is gathering information that relates to the problem.
Students were asked to visualize, drawing on to long sheets of paper (3 metres by 900
millimetres), the experience of coming to ECU. The reason for the long rolls was to
encourage the generation of images. The Japanese students reported enjoying this
process and were very productive.
Figure 1 TCU students work
Figure 2 TCU students’ work
It seems that giving them a large space to fill encouraged them to produce more
responses than if they simply listed problems in writing. This has also been the case
when working with local students. A frustration felt by the authors seems quite
common in design education; that students tend to respond in words when engaging
in brainstorming exercises. The use of images can provide much richer material as it
can show how important an issue is. If a student spends a significant amount of time
illustrating something, then it’s reasonable to deduce that this is important to them.
An example of this (not shown here for privacy reasons) is the work of a student that
showed dark clouds oppressing a small figure and being hemmed in by a group of
ghostly figures. This was clearly a concern and they were referred to relevant
university services.
Communicating in pictures
Figure three is an example of a communication to Japanese students. When asked
verbally to cut a sheet of paper as long as two studio tables there was some
confusion and the action had to be demonstrated visually before students
understood what was needed.
• Make two teams
on each table
• Take a roll of
paper which is
two tables long
• draw cartoons
(manga) and
write notes for
the second
assignment.
“What is your
experience of
coming to ECU”
Paper Scroll Designing
Figure 3 Basic instructions to students
Figure 4 A set of instructions showing the process of gaining feedback on a design
Russell Thom 2016
Further work
The visual process was applied to further classwork. Students in the Master of Design
course were asked to use the cartooning process to illustrate their use of Grounded
Theory (Strauss and Glaser 1973) Grounded theory relies on the emergence of themes
from any body of research material. We wondered if using cartooning would prove
productive in establishing themes. Students studied a set of images showing a rural
display at an agricultural show and were asked to draw what they saw as issues and
themes. This echoes Glaser’s adage to ‘Trust in Emergence’ (op. cit.)
That students were able to easily do this is a demonstration of the usefulness of
cartooning beyond the use of icons to communicate. The example shown below in figure
5 is the work of one student in the postgraduate class. It shows the depth of engagement
with the visual text and the way that issues can emerge in a visual form. As in
conventional grounded theory the emerging themes can then be coded, i.e. given a
name, but also a picture. Visually scanning the work so produced more easily allows the
researcher to see the connections among the coded information. This form of analysis
seems to be relevant to visual texts.
Figure 5 Masters student work, John Bunyan 2016
Conclusion
The use of cartoon images has had a positive effect on communication with Japanese
students and feedback from them indicates that the cartoons were appreciated. They
made comments in feedback forms stating that cartoons made understanding
instructions and unit content much easier. The use of cartoons by the students to
describe their experiences has made some issues easier to describe; for example
feelings of alienation were clearly shown with the use of images. A written form would
not usually provide as much detail about emotions. The original problem of not being
understood has been to some extent solved by the use of cartoons. The redundancy
afforded by the combination of words and pictures has proved effective in
communicating instructions and unit content.
The use of images has potential across a number of information gathering domains and
can be used instead of and in combination with words. The rich visual texts also seemed
to encourage engagement by participants.
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