it helps us define expectations about what this experience is going to be. If you look at apps that are on the line between book and app, if they didn’t come with the label “book” you wouldn’t necessarily perceive them as a book: it is a collection of content, you may be navigating in a way that is totally non linear, but once you put the book label on it, certain expectations that we inherit from the codex. That includes expectations about a book as something you are engaging with deeply, something that presents an idea or set of ideas, and something that, I would argue, has the potential to change the reader. Unlike a magazine or an app that presents content or headlines, when you open a book you have this sense that you are going to be having an experience that is coherent and that has the potential to leave you as a different person even if that just means a person with a different idea of the world, a different idea about a particular topic or a different set of knowledge. CM: If we were to think in a longer time line, subjecting ebooks to the historical perspective of the codex or even movable type, what do you foresee in this digital transition, transformation, translation? AS: I think a lot about video games. We are really on the early stages of recognizing video games as part of our cultural repertoire, we still think of them as gadgets or distractions. There a lot of folks out there making the argument that a video game is an important form of narrative, especially for younger people who spend more time with video games than any other media, and we are seeing examples of video games that really do tell a story, have a creative vision, and have challenging content.. If you think about ebooks as experiences that might converge with the way video games are experienced or the way some very interactive websites are experienced, we can anticipate a time when ebooks will become a part of our cultural repertoire, as one form of narrative that we may enjoy alongside film, gaming or traditional reading. Right now the vast majority of ebook experiences are linear. Many people talk about the possibility for ebooks to become more like the “choose your own adventure” books that were popular for a while. That starts to bring us closer to video games: the idea that the reader would actually shape the experience of the narrative, the order in which the text is experienced or the order in which the content is navigated. CM: Would you discuss some of the major affordances you see developing around ebooks? AS: Ebooks open the door to engaging with so many forms of creativity and skill within the Emily Carr community, from illustration to film making, and from print design to interaction design. You might even get into thinking creatively about the ebook as an experience in a way that our performance art students and faculty will have very interesting ideas around. Ebooks are amenable to all of those different forms of creativity because of the parameters of the devices themselves. With an Android tablet or iPad you can do anything you can do in a web browser, and actually more than that because they are gesture and touch-based. You can have simulated tactile experiences which engage us in a synesthetic way: you can have a title in which when somebody slams the door, your tablet physically vibrates. You can have a book where if you tip the tablet the text slides off the screen, because most of these tablets have an accelerometer. The part that interests me the most is that you can have titles that are deeply social; we are now having an experience of the web through social media where interaction and conversation is an expected part of the web experience; that expectation is coming to the book. The idea of a book as a solitary engagement is really deeply embedded in our culture. Younger people who are growing up with this ubiquitous social layer in everything they do, because they are constantly facebooking and texting, are actually nostalgic or protective of that solitary quality of “We are really opening up the possibility of what a book can be, and introducing all sorts of interactive elements, multimedia, and social elements that challenge our conventional notions of books.”