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A Theory of “Here”
:: A Theory of Here ::
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This unassuming panel, about the size of a playing card, opens onto an
animal, a marsupial of some sort, maybe the lovechild of a large possum
and a small kangaroo, standing on an empty field. It’s not any animal that
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exists today, and not an animal we would expect to see in the American
northeast. The creature stares straight at us, as if it knows we’re watching,
suggesting that it might be more intelligent than your average marsupial.
The animal’s confident gaze is initially unsettling and comes to seem alien
precisely because the animal itself is so ordinary, so unthreatening. With
this innocuous panel, McGuire opens up a new continent of time, suggest-
ing that the second half of Here will more fully explore the ultimate fate of
the house. And again, Here does not disappoint, showing us the house’s
frightening destruction by (presumably global-warming-related) flooding,
taking us as far forward as the year 22,175, where new dinosaur-like crea-
tures roam the earth. And yet there is something uniquely affecting about
this particular marsupial, something about it that is even stranger than
the later dinosaur-creatures, something about its haunted eyes that gives
us access to the larger, unnerving significance of McGuire’s masterwork.
This little animal perfectly illustrates how McGuire uses comics to explore
the relationship between time and space.
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The 1989 version of “Here” is superficially similar to the book. Each panel
features a dominant image of the corner of a room overlaid with smaller
panels displaying other images, images of the same room in the past and
the future. Like the book, the panel-windows jump around in time and,
taken together, don’t tell a unified or straightforward story, though we do
get to see the whole life of a character named William, born in 1957, dead
in 2027. Instead, McGuire tells the story of the room itself (much like
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Panels are, if you think about it, a pretty strange weapon in the
cartoonist’s representational arsenal. They depend on creating two types
of representational confusion. First, the individual panel creates an illu-
sion of opening onto a scene without obtruding into it. It invites compari-
son to the cinematic frame, and one often finds critics using the visual
vocabulary of film staging to describe particular moments in comics. Like
the photographic image, the individual panel can seem to render frozen
instants of time. But, as Will Eisner notes in Comics and Sequen tial Art,
the panel is much more than a technical device. It is “part of the creative
process, rather than result of technology” (38). The panel is just as much
an icon—and requires just as much thought—as the cartoon figures within
the panel, and the best cartoonists know this, manipulating panel shape,
size, and border weight to create different moods and aesthetic effects.
Moreover, as Scott McCloud shows in Under stand ing Comics, time works
in a funny way within panels (96). Any seemingly still moment within a
panel is actually internally divided, consisting of a temporal sequence. But
in order to read comics, we often suspend our awareness of this sequence.
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One thing Here is thinking about is the relation of comics to digital tech-
nology. We might say that Here teaches us that comics is—or at a mini-
mum is becoming—a newly digital medium. Discussing contemporary
notions of textuality in Digi mod ernism, Alan Kirby brings together two
senses of the term “digital,” noting “the centrality of digital technology”
for contemporary artists as well as “the centrality of the digits, of the fin-
gers and thumbs that key and press and click in the business of material
textual elaboration” (51). This might seem like an unfortunate pun (and it
is), but it’s a pun that is nonetheless helpful to keep in mind when reading
the new version of Here. After all, comics is nothing if not a finger-
obsessed medium: it invites manipulation by our digits: flipping, folding,
pointing, fondling, stroking, even ripping.
The reader’s capacity to touch pictures, the physical weight of the book in
our hands—that is, the haptic dimension of comics—is part of what has
historically distinguished the medium from other representational art
forms and is one reason comics can so successfully combine the visual
urgency of film with the emotional intimacy of the novel. It is only slightly
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But Here’s concern with digital computers is not just a matter of its
(seemingly inevitable) digitization. Rather, digitization is visible even in
the dead-tree version of Here, in the form of concepts drawn from the his-
tory of graphical user interface (GUI) design. At least since Vannevar Bush
first described the possibility of his imaginary Memex machine in the
pages of the Atlantic Month ly and Ivan Sutherland, inspired by Bush, cre-
ated the influential Sketchpad program in 1963, the history of digital com-
puters has been, in part, a history of the schemas, metaphors, and mediat-
ing concepts that have been designed to guide our relationship to techni-
cal systems and to mitigate the intimidating abstraction of the machine.
As the science fiction writer Neal Stephenson has pointed out, our domi-
nant operating systems have long relied on metaphors—mostly visual
metaphors—to make computers accessible (3). So it should come as no
surprise that concepts developed for the design of graphical user inter-
faces can migrate onto the pages of comics and (in the case of the iPad
version of Here) back again. And indeed, one of the original inspirations
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for the 1989 version of “Here” was the windows-based GUI popularized by
Apple and then by Microsoft, which was in turn inspired by (or you could
say stolen from) Xerox PARC’s groundbreaking Xerox Alto, the first com-
puter to use a desktop metaphor to govern user interactions.
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becomes both more accessible and—as anyone who has too many win-
dows or too many tabs open right now knows—quickly overwhelming.
Today, we carry our tiny, sleek desks inside our pockets. We wear them on
our wrists. And we may, soon enough, slap them onto our faces. This
mobile revolution builds, of course, on what already exists. Our little
pocket desks, running iOS and Android operating systems, still depend on
various desktop-like and windows-based metaphors. We often still work
with “files” that we occasionally toss away into the “trash” or a “recycling
bin.” What is different, though, is the increasingly salient possibility that
mobile devices might build a layer of information atop reality, that visual
figures designed to interact with machines might profoundly reshape how
we figure other dimensions of reality. As one character announces in
William Gibson’s 2007 novel Spook Coun try, cyberspace is “everting” or
colonizing the world (28). Whereas Gibson’s early novels focus on hacker
anti-heroes who enter the machine, navigating its sublime, unnerving
datascapes, his more recent books have been focused on how machines
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We might read this tour not as the triumph of the ideology of mobile com-
puting but as the restoration of what was lost, as a return of the indige-
nous population to the land that was taken from them after the rapacious
civilization that displaced them inevitably destroyed itself. But our conso-
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lation (if we find such a violent fate consoling) does not last long. Though
we get a glimpse of what might be some sort of utopian future, Here’s
human story ultimately stands against a stark background largely devoid
of human presence. That is, a yawning cosmic indifference bookends the
life of McGuire’s little house. Beginning from the affordances of our own
primitive augmented reality technology—the iPad on which we might be
reading Here itself—McGuire wants to give us access to what we might
ordinarily find difficult to keep in view: the non-human background upon
which life unfolds, the inanimate world upon which life finally depends.
McGuire wants us to imagine comics as a sort of mobile device that opens
up temporal vortexes, digitally extending the human mind, helping us
confront the universe’s indifference to us. Comics might train us to adopt
habits of mind, an orientation toward the world, that brings the past and
the future—the extreme past, the extreme future—precipitously into the
present.
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true, it would not be too pretentious to say that, in the eyes of McGuire’s
alien animal, we observe the deconstruction of time.
And I do not mean the term decon struct loosely here. Rather, I have in
mind Martin Hägglund’s provocative reconstruction of Derrida’s thought
in Rad ic al Athe ism. Hägglund describes a temporal logic, which he
regards as filling out Derrida’s understanding of the relationship between
time and space, in which all presence—everything that is seemingly
present—is necessarily divided within itself. Kant’s transcendental cate-
gories, space and time, are always, in Hägglund’s view, co-implicated.
Time always becomes space and space always becomes time, a process
that Hägglund prefers to call the “spacing of time,” which is in his view
“an ‘ultratranscendental’ condition from which nothing can be exempt”
(19). Any “here” can only be “here” by virtue of its extension in time. Any
“now,” likewise, is divided between a past moment (visible as a trace) and
the future unmaking or transformation of that trace. Time can only be
registered by the spatial means of the trace, and all traces are necessarily
destructible, which implies that the future is radically open, that all posi-
tive structures or values can become negative.
“To think the tracing of time as the condition for life in general,” Hägglund
writes, “is to think a constitutive finitude, which from the very beginning
exposes life to death, memory to forgetting, identity to alterity, and so on”
(79). This notion—the notion of “autoimmunity”—holds that “everything
is threatened from within itself, since the possibility of living is insepara-
ble from the peril of dying,” and that, moreover, “[w]hatever is desired as
good is autoimmune, since it bears within itself the possibility of becom-
ing unbearably bad” (9) It is a destructibility that—because it depends on
the concept of the spacing of time—uncannily mirrors the imbrication of
time and space within and between panels that I reviewed above. I am
not, I should make clear, suggesting that McGuire was familiar with Häg-
glund or Derrida but am rather observing a family resemblance between
their understandings of the relationship between time and space. More so
than the original Raw six-pager, the book version of Here dwells on the
radical (because intrinsic) destructibility of life.
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Notes
Works Cited
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Kuhlman, Martha B., and David M. Ball. “Introduction: Chris Ware and
the ‘Cult of Difficulty.’” In The Comics of Chris Ware: Draw ing Is a Way
of Think ing. Eds. Ball and Kuhlman. Jackson, MS: University Press of
Mississippi, 2010. Print.
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