Glossary

  1. Rhetoric- the art of crafting a message to affect change in a particular audience
  2. Critical Theory- operating under the assumption that everybody is a human.
  3. Fully Human- No matter gender, race, age , ethnicity, sexual orientation, disability or class.
  4. Affordance- Something a design enables you to do.
  5. Constraint- something a design restricts you to do.
  6. Genre- kind or type of something.
  7. Conventions under a Genre – the characteristics that define a genre.
  8. Summary- pulling out the main points/ideas and communicate them using your own words.
  9. Paraphrase- a very short summary: communicates your idea on what a original text says.
  10. Ethos- appealing to the credibility.
  11. Pathos- appealing to emotion.
  12. Logos- appealing to a sense of logic.
  13. Kairos- the opportune moment for the argument
  14. Claim- a statement put forth as true that needs evidence to be convincing.
  15. Thesis: the man claim an argument.
  16. Primary Research- gathering data yourself.
  17. Secondary Research- Reporting and using data others have gathered.
  18. Objective- one that is not influenced by emotions, opinions, or personal feelings
  19. Subjective- one open to greater interpretation based on personal feelings. emotions, and opinions
  20. Thick Description- objective description of observed detail.
  21. Multi-modality- bringing together different modes of communication.
  22. Content- what you say
  23. Style- How you say it
  24. Digital Literacy- ability to work with the differences of a particular media
  25. Metadata- a set of data that describes and gives information about other data.
  26. World Cat- largest online bibliography
  27.  Editor- a person who monitors the subject of a text for publication, assists in the shaping of a text for publication and works with author’s to “perfect” a publication
  28. Collaboration- creating something that no one person could have created on his own.
  29. Explicit claim- stated outright 
  30. Implicit claim- suggested or hinted at
  31. Exigency- a reason for being.”So what” design 

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