The Semiotics of Movement and Mobility: Multimodality & Society
The Semiotics of Movement and Mobility: Multimodality & Society
Abstract
The paper presents a framework for the distinctive feature analysis of movement and
mobility in texts, performances and semiotic artefacts, showing its applicability to the
analysis of meaning-making in dance, music, animated and live action film and video, and
product design. Emphasis is placed on the role of movement and mobility in identity
design. Identity design is realized by the style in which movements are performed and can
be analysed in terms of the gradable distinctive features present in any movement –
direction, expansiveness, velocity, force, angularity, fluidity, directedness and regularity.
The paper includes a historical dimension, focusing on the development of movement
and mobility as semiotic resources, and argues for the pioneering role of modernist
artists in this development.
Keywords
Distinctive features, identity design, animation, kinetic sculpture, mobility design, move-
ment, style
Introduction
From the beginning of the 20th century, movement has been actively developed as a
semiotic mode in its own right. It first manifested itself in the work of avantgarde artists,
but was soon picked up, first in the mass media, and, today, in video and animation
software, available, with different degrees of sophistication, to any computer user.
As early as 1912, the Futurist sculptor and writer Umberto Boccioni described
machine movement as a potential new form of artistic expression (quoted in Kepes,
1965: 810):
Corresponding author:
Theo van Leeuwen, University of Southern Denmark, Denmark.
Email: leeuwen@sdu.dk
98 Multimodality & Society 1(1)
We cannot forget that the tick-tock and the moving hands of the clock, the in-and-out of a
piston in a cylinder, the opening and closing of two cogwheels with the continual appear-
ance and disappearance of their square cogs, the fury of a flywheel or the turbine of a
propeller, are all plastic and pictorial elements of which a Futurist work in sculpture should
take account.
In 1920, Naum Gabo and Antoine Pevsner, in their Realist Manifesto, introduced the
term ‘kinetic art’ (Gabo & Pevsner, quoted in Kepes, 1965: 81)
We renounce the thousand-year-old delusion in art that held that static rhythms are the only
elements of the plastic and pictorial arts. We affirm in these arts a new element, the kinetic
rhythms, as the basic form of our perception of real time.
In the same period, Duchamp mounted a bicycle wheel on a stool and called it Mobile,
Meyerhold developed his biomechanics, a method of acting based on movement and
contrasting with Stanislavski’s focus on ‘inner’ inspiration, and avantgarde artists every-
where embraced the moving image, playing a key role in developing its semiotic
potential.
Entirely new this was not, of course. For several hundreds of years, people had been
fascinated with movement, using clockworks to create walking dolls, animated chess
players, dolls playing a miniature piano or writing a few words, and more, and devel-
oping the forerunners of the cinema, from flip charts to the more complex ‘kineto-
scopes’, ‘praxinoscopes’, etc. that were popular throughout the 19th century, as toys
and as tools for studies of movement by Muybridge and others. But it was only in the
20th century, the age of the motor car and the movies, that movement integrated, not only
with art, but also with the design of everyday objects, and even of texts, where the screen,
the medium of the moving image, began to merge with the page, the medium of the static
word. Historian of typography Beatrice Warde recounted her amazement at seeing an
animation by Norman McLaren projected onto the gigantic Animated Electric Screen in
Times Square, New York (quoted in Bellantoni and Woolman, 2000: 5): ‘After forty
centuries of the necessarily static alphabet, I saw what its members could do in the fourth
dimension of time, “flux,” movement’. Today, ‘kinetic typography’, first developed in
animation films by Len Lye and Norman McLaren and now accessible to every computer
user, is hailed as a new form of writing, able to convey a speaker’s tone of voice as well
as “qualities of character, and affective (emotional) qualities of texts” (Forlizzi et al.,
2003: 377).
Lewis Mumford (1934) has described the long incubation periods of inventions that
eventually become part of everyday life as periods of ‘cultural preparation’ in which they
exist, seemingly marginal, as artistic movements, philosophical ideas, popular play-
things, or tools for relatively marginal specialist endeavours. But he also noted that such
‘cultural preparations’, and the crucial inventions to which they eventually lead, are
driven by broader social and cultural quests, in this case the pursuit of dynamization,
of ever greater mobility and ever greater speed, which continues to be a major source of
further social and cultural change.
van Leeuwen 99
design. There are many styles of walking, for instance – strolling, striding, strutting,
lumbering, shuffling, to name just a few. Some of these have recognizable provenances,
military marching steps for instance, or the characteristic walks of star performers, such
as Mick Jagger’s strut or Michael Jackson’s ‘moonwalk’, others do not. But even move-
ments with specific provenances can also be understood on the basis of embodied
experience. Our body knows how much energy they would require and with what
situations, activities or moods they can be associated. This is so even in the case of the
movement of objects we have never seen. As I write this paper, the corona virus pan-
demic still dominates the news, and the cyclorama style backgrounds of many TV news
studios show large corona viruses, sometimes still, sometimes moving. In the news of the
Dutch national broadcaster NOS, large corona viruses float in a blue space, seemingly
weightless and slowly moving, mostly towards the right and slightly upwards. Direction
of movement is here a key source of meaning – the corona viruses slowly and steadily
progress, and the trend is upwards. In the news of the Australian ABC, the viruses are
large and pink and slowly and menacingly hover in place, while little bubbles float
upwards. Here we are kept in suspense as to what the viruses will do, whether they will
move, and if so, where. In each case, different qualities, different ‘identity traits’ of the
viruses are foregrounded.
Scholars of dance discuss the relation between everyday movements and the see-
mingly abstract movements of dance. Sheets-Johnstone (2013), for instance, sees move-
ment in everyday life as symptomatically expressive of feeling, and movement in dance
as symbolically expressive. ‘Linear design’ and ‘linear pattern’ are then among the
qualities of movement that carry such symbolic meanings – the term ‘qualities’ corre-
sponds to what, below, I will refer to as ‘distinctive features’ (following e.g. Kress and
Van Leeuwen, 2002; Van Leeuwen, 2006). As Han explains (2021), in a dissertation
about the relation between movement and music: ‘Linear design refers to the line created
by the body as a whole or by any individual body parts alone or in combination, e.g.
twisted, angular, diagonal, vertical. Linear pattern refers to the linear paths created by the
body as the result of the direction of movement, diagonal, zig-zag, circular’. There are
parallels to be explored with the movement of melodies in music, where ‘direction of
movement’ is also a key feature. Tagg (2000: 5) describes and exemplifies 10 common
‘contours’ – rising, falling, ‘tumbling strain’, V-shaped, centric, terraced (falling), ter-
raced (rising), oscillatory, arched and wavy. All of these could easily be translated into
body movements or the movements of animated objects. Tagg also notes that some
melodic contours make meaning on the basis of provenance, for instance the semiquaver
triplets of Irish traditional music, or certain ‘onbeat figures’ in ‘popular notions of
Hispanic music’. He describes these formal features, but, as the corona virus example
shows, and as we will see in more detail below, they all carry meaning potentials.
To give a further example, in the well-known Intel ‘vector logo’, a likeness of which
is reproduced in Figure 1, a beam of flashing white light makes a swooshing orbit and
then disappears into the distance of a dark blue background which dissolves into the logo
itself, that is, the word ‘Intel’, surrounded by the light beam, now in blue against a white
background, and morphed into two static curves which increase in size and thickness
towards the front. At the point where they almost meet, the point where, so to speak, a
spark might jump across them, the words ‘leap ahead’ appear, letter by letter. Meanwhile
van Leeuwen 101
the soundtrack accompanies the initial light flash with an ‘audio sparkle’ which first
becomes louder, then softer again, as if describing an orbit, and, as the words ‘leap
ahead’ appear, a four-note melody can be heard, spelling ‘Intel Inside’. The logo thus
creates a dynamic, energetic identity, entering with a burst of energy, then ‘leaping
ahead’. The short melody blends electronic sounds with a xylophone, a marimba and
a ‘secret recipe of instruments’, so combining the sounds of technological perfection
with sounds that seek to evoke affective resonance, in order to create ‘a logo with
emotional content, in the same way a film score works’ (Jackson, 2003: 128).
Figure 2. Tizio light (left) and Anglepoise light (right) (illustrations by Toby van Leeuwen).
made explicit but communicated as children (or adults) actively explore the movements
which the dolls’ kinetic design makes possible.
The kinetic design of everyday objects also involves identity design. The Tizio light
designed by Richard Sappor (see Figure 2) can move only vertically, only tilt up and
down. It is designed to illuminate a single, small object, the book read in bed for instance,
and to assist single-minded concentration. The now ubiquitous Anglepoise light (see
Figure 2) designed by George Cawardine in 1932 is still a desk light – ‘Focus brings
learnings, experience and knowledge’, the ‘Anglepoise manifesto’ declares (Anglepoise,
2020). But its spring-loaded arm and its shade can move in any direction, so bringing
different objects and activities in focus, and directing the shade upwards can cause light
to be reflected from the ceiling so as to illuminate a larger area.
Although the design of these lights is functionally motivated, they may not be used for
the functions for which they were designed. Functional design features may come to
signify identity traits such as ‘single-mindedness of concentration’ or ‘multiplicity and
versatility’. The same applies to the use of spotlights on rails fixed to the ceiling in
domestic settings. In film and video studios such lighting is functional, as lighting set ups
must be changed frequently. In home settings their kinetic capacity may be underused or
not used at all. It then becomes symbolic, either on the basis of provenance, signifying
some kind of allegiance to, or alignment with, the world of film and television, and/or on
the basis of experiential metaphor, signifying a taste for change, flexibility, versatility. In
short, while kinetic design is usually functionally motivated, whether for the purpose of
recognizably representing specific movements or effectively facilitating specific activ-
ities, it also leaves room for style, and hence for identity design.
van Leeuwen 103
Figure 3. A still from Help stop the spread. Reproduced with kind permission from the Depart-
ment of Health, Commonwealth of Australia.
1. CLOSE SHOT of boy coughing. Pink viruses escape from his mouth, growing, and
coalescing into a large cloud which eventually fills the whole screen.
VOICE OVER
Viruses spread when you cough and sneeze.
The cloud moves up, releasing small pink droplets which fall on a table. A hand
moves into the shot and touches the table, which now is covered in pink dots.
104 Multimodality & Society 1(1)
VOICE OVER
And the tiny droplets land on surfaces others may touch.
As the hand moves left, out of shot, the drawing of the table is erased.
2. LONG SHOT. A drawing appears of a group of five people, one of them holding
hands with a young child. Pink viruses fly in and hover around the people.
VOICE OVER
You can help reduce . . .
The viruses turn into white crystals as the drawing is erased.
VOICE OVER
. . . the risk by coughing or sneezing into your arm . . .
4. MEDIUM CLOSE SHOT. The drawing of a girl appears. She coughs into a white
tissue which then colours pink.
VOICE OVER
. . . or a tissue.
5. FULL SHOT of the drawing of a bin, with purple tissue falling in, dropped by an
invisible hand.
VOICE OVER
Bin the tissue.
6. FULL SHOT. The drawing of a tap appears. Camera tilts down with the water that
comes out of the tap, to end up in shot of hands washing, with pink viruses
disappearing as a result.
van Leeuwen 105
VOICE OVER
Wash your hands with soap and water.
7. MEDIUM CLOSE SHOT. The drawing of a boy with a thermometer in his mouth
appears.
VOICE OVER
And if . . .
8. FULL SHOT thermometer. Camera zooms in. A dialogue balloon appears at end of
thermometer (‘37.5þ’)
VOICE OVER
. . . you’re sick . . .
9. CLOSE SHOT. A hand holding a mobile phone, moves up, then down again.
VOICE OVER
. . . seek medical advice. Together . . .
10. LONG SHOT (AS SHOT 2) The drawing of group of five people appears, viruses
and white spots hovering around them.
VOICE OVER
. . . we can help stop the spread . . .
The drawing is erased
11. CLOSE SHOT. The drawing of six hands making ‘thumbs up’ gesture appears. As
the drawing appears, the viruses from the previous shot change into pink ‘plus’
signs, the dots into smaller, white ‘plus’ signs
VOICE OVER
. . . and stay healthy.
12. TITLE SHOT reading ‘Visit Health Gov Au’, with the Australian Government’s
coat of arms in the centre and some pink viruses at the bottom of the shot. A hand
moves in, wiping out the viruses with a cloth.
106 Multimodality & Society 1(1)
Direction
Directionality involves the horizontal, left-right dimension as well as the vertical, up-
down dimension. Our experience tells us that moving upwards involves effort and
energy, while moving downwards allows a decrease in effort, relaxation. This is again
a matter of degree, with, in between the two extremes, horizontality, flatness. In context
this meaning potential is activated in specific ways. In the Dutch news programme, for
instance, many of the corona viruses move up, and in shot 1 of the transcript they also
rise, becoming a menacing cloud. In both cases the pandemic is, literally and figura-
tively, ‘on the rise’. The movement in shot 10 is also upwards, showing the boy as
actively taking control of his health. As Lakoff and Johnson (1982) have shown, ‘up’
and ‘down’ are key sources of metaphor, and the same applies to their dynamic counter-
parts. ‘Rising’ can be ‘aspiring’, ‘making one’s way up’, ‘climbing the ladder’, for
instance; ‘going down’ can be ‘lowering oneself’ or ‘sinking’ – and these are only some
of the many possibilities.
Horizontal movements on pages or screens relate to the direction of writing. In
spoken language, sentences (and longer stretches of speech) begin with the ‘Given’,
with something that has already been mentioned or is assumed to be known by the
listener and then move to the ‘New’, the information the speaker wants to impart (Halli-
day, 1985: 277). When we move from speech to writing, ‘before’ and ‘after’ become
van Leeuwen 107
‘left’ and ‘right’, at least in Western writing. This is so also in musical phrases and in the
performance units of acting (Van Leeuwen, 2005: 202). Moving from left to right
therefore suggests some form of goal-directedness or future-orientation, moving from
right to left its opposite.
Expansiveness
The same kinds of action can extend over a larger or smaller amount of space. We can
walk with large strides or measured steps, jump with energetic leaps or skip from one
foot to the other, wave our arms around or restrain our gestures. And such degrees of
expansiveness can be associated with different kinds of activity and different moods
and emotions. A comparison with music can again be made. As described by Cooke
(1959: 109)
Medieval and early Renaissance music tend to move in stepwise progression at a normal
medium pitch, befitting man’s humble subjection to the deity, but with the growth of human
self-realization, music drama [ . . . ] began to introduce more and more liberty of pitch
movement to express the rhetoric of human passion
Velocity
The meaning potential of velocity derives from our physical knowledge of what slows us
down and what speeds us up (age or fatigue, for instance) and our cultural knowledge of
occasions which require slow movement – solemn processions, for instance, or funerals.
But slowness can also be pleasurable and relaxing – leisurely strolling through a park, for
instance, or taking time over a job that needs care and precision. Members of the ‘Slow
Movement’ see slowness as a ‘life affirming’ way of ‘connecting to spirituality’ (Slow
Living, 2020). In the corona virus video, the slow movement of the viruses becomes
menacing and suspenseful, as it delays the feared impact of the viruses. Speed, on the
other hand, suggests energy, as in the animated Intel logo (Figure 1). It is highly valued
in many circumstances, but too much speed can overwhelm and confuse, making it
impossible to keep up with things.
Force
Movements with the same directionality, expansiveness and/or speed may have different
degrees of force, ranging from maximally forceful to maximally gentle, from fortissimo
to pianissimo, one might say. Like loudness in sound, force can suggest vigour or power
as well as anger. The opening of the Intel Logo (Figure 1) has force, as do the stamping
rituals of military drills, or forceful blows in a fight. But force can also express a positive
108 Multimodality & Society 1(1)
intensity of belief and commitment. The opposite of force, too, can have positive or
negative overtones – it can be weak and timorous, or gentle and tender, for instance.
Directedness
Displacement necessarily occurs in specific directions, but not all displacements take the
shortest route. Movements may turn and twist, zigzag, move stepwise, and more. Embo-
died experience can tell us what kinds of things can cause indirection. We may zigzag to
avoid obstacles, for instance. But indirection may also be symbolic – and aesthetically
pleasing. Like the trills, mordents and turns of baroque music, flourishes in dancing
intersperse displacement with ‘movements-in-place’. In the minuet, as described by
Sachs (1937: 407), dancers moved ‘with little dainty steps and glides, to the right and
to the left, forward and backward, in quarter turns, approaching and retreating hand in
hand, searching and evading, now side by side, now facing, now gliding past one
another’. Such movements were aesthetically pleasing as well as meaningful: the minuet
was a couple dance, enacting a stylized courtship ritual, but the couples acknowledged
the other dancers and the spectators in the room with little bows in their direction. This
would no longer happen in the waltz, the minuet’s 19th century successor, in which
couples had eyes only for each other, as if there were no other dancers in the ballroom at
all – the 19th century was a time of increasing separation between private and public life.
van Leeuwen 109
Regularity
Movements can be regular or irregular, rhythmically organized and periodically pat-
terned or meandering, wavering, teetering, oscillating irregularly. The meaning potential
of irregular movement stems from the same experiences as the meaning potential of
irregular shapes – physical conditions such as intoxication or infirmity, uncertainty and
confusion, or a refusal of control and discipline. But irregularity may also celebrate
human spontaneity and unpredictability, for instance in forms of dancing and music that
contrast the regularity of the mechanical (or, today, the electronic) with a human touch.
In such cases, regular movements may be regarded as repetitive and mechanical, but in
other cases they may seem well-proportioned and elegant.
On the ABC news, the movements of the quivering corona virus are irregular, and in
shot 2 of the corona virus video, the viruses hover irregularly around the people. This
makes the viruses unpredictable and hence dangerous – we do not know where they may
move next. Complex movements of this kind could of course also be interpreted with
reference to creatures or objects that we know to move this way, for instance mosquitoes.
In a 2003 New York exhibition, David Byrne, who is not only a musician but also an
author and artist, used PowerPoint as an art medium in a number of videos (cf Van
Leeuwen et al., 2013). In one these, ‘Architectures of Comparison’, arrows wander
slowly and aimlessly across the screen, accompanied by the sound of a dreamy waltz
(Byrne’s interpretation of the love duet of Un di Felice, from Verdi’s La Traviata).
Arrows, in PowerPoint, function to point at important content elements or make mean-
ingful connections between content elements. But here the arrows meander without a
sense of direction and without affecting anything. As Byrne has commented: ‘Goal-
oriented behaviour is like sleep-walking. It is easy and purposeful, but what is its
purpose? Its purpose is itself’ (Byrne, 2003: 7)
Figure 4 summarizes the distinctive features of movement styles. They all play a role
in every instance of movement, and they are all graded features, clines running, for
instance, from maximally fast to maximally slow.
Dynamization
So far, I have discussed the distinctive features of movements that realize actions and
events. But animation can also dynamize the attributes and identities of the elements
seen on the page or screen. Elements, be they images, texts (or parts of images or texts)
or abstract graphic shapes, can, in front of our eyes, change shape, colour, or texture (at
least insofar as texture can be visually represented). Change of shape can either mean a
change in attributes such as size or boldness, or it can change the identity of an element
entirely, changing an image into a letter, for instance, or a frog into a prince, or, as can
now be easily done with a programme called ‘Monsterfly’, changing yourself into a
zombie, werewolf or vampire.
Changes of shape can dynamize the distinctive features of shape (cf Van Leeuwen,
2006), separately or in various combinations: curvature/angularity, regularity, weight,
size, connectivity, sloping, expansion, density and orientation. Changes of colour, simi-
larly, can dynamize the distinctive features of colour (cf Van Leeuwen, 2011) – value,
110 Multimodality & Society 1(1)
Figure 5. Still from Girl Effect ‘The Clock is Ticking’. Reproduced with kind permission from Girl
Effect.
transformation happens both to the still active pink viruses and to the white dots that
represent suppressed viruses.
The following excerpt comes from a 3-minute animation titled The Girl effect – The
Clock is Ticking. It is almost entirely based on changes of shape. As a clock shows the
years of her life ticking away, we see a girl growing up in poverty, marrying at age 14,
having her first child at age 15, and ending up selling herself and risking HIV to feed her
family. The clock then goes back and restarts with a positive story in which the girl has
an education that allows her to earn a good living and have children when she is ready.
Figure 5 gives an impression of the style of the video.
FULL SHOT DETAIL OF CLOCK. At ‘1’ the clock stops moving and fades out. The
number one remains in the centre of the image. A dot appears to the right of the ‘1’ and
grows in size. The number ‘1’ then changes into ‘2’ and the dot continues to grow in size,
taking the shape of a small baby, sprouting a single hair and issuing tears. As ‘2’ changes
into ‘3’, and ‘3’ into ‘4’, the dot grows further and becomes a young girl with pigtails. As
‘4’ changes into ‘5’ and ‘5’ into ‘6’, she grows still further, acquiring a skirt and legs. As
‘6’ changes into ‘7’, she acquires arms. As ‘7’ changes into ‘8’, she makes a few dance
steps. As ‘8’ changes into ‘9’ and ‘9’ into ‘10’, she grows further. Then, as ‘10’ changes
into ‘11’, she moves towards the left, merges with the number 11, and becomes a black
pillar. The pillar then changes into the number ‘12’, the girl emerges from it and moves
to a position at the left of the number. Two white lines appear on her body, outlining
budding breasts.
112 Multimodality & Society 1(1)
This short segment is entirely told in terms of changes of shape. Although we briefly
see the hands of the clock move, after that only the numbers remain, morphing into each
other, and although the girl makes a few brief dance steps and later moves to the other
side of the screen, her story, too, is told only by her changing shape. When she becomes
12 years old, her identity changes: she merges with the number that indicates her age
(‘11’) to momentarily turn into a black monolith, which perhaps symbolizes the fatal
transition to a damaged life.
Even the very existence or non-existence of elements can be dynamized: elements can
appear or disappear, whether gradually or instantaneously. The cinema early on devel-
oped dissolves and fades (and many variants that have not stood the test of time) to
provide gradual transitions between shots or scenes. In animation films and videos, not
only whole shots can appear or disappear, also parts of shots. In The Girl Effect, for
instance, the dot that will grow into a girl appears out of nowhere in the middle of a
continuing shot, and in the corona virus video people and things appear and disappear as
if created by an invisible hand. Such transitions can be compared to Halliday’s ‘exis-
tential processes’ (1985: 130). They signify ‘coming into being’ or ‘moving out of
being’. They dynamize the idea of ‘being’.
The ‘animation schemes’ offered by PowerPoint are for the most part transitions of
this kind (‘entrances’ and ‘exits’), and they can also provide salience, as movement
draws the viewer’s attention more than any of the other factors that can create salience.
The PowerPoint animation system is therefore in the first place functional. It provides
the textual functions of framing and salience (Kress and Van Leeuwen, 2006). But the
different ‘entrance’, ‘exit’ and ‘emphasis’ options PowerPoint offers are subcategorized
as ‘basic’, ‘subtle’, ‘moderate’ and ‘exciting’, and these kinds of meaning are realized by
the distinctive features discussed in this paper – direction, velocity, angularity and
directedness, and so on, as also indicated by the names of the animation effects – exciting
entrance effects, for instance, include ‘boomerang’, ‘float’, ‘spiral in’ and ‘swivel’,
exciting emphasis effects ‘wave’, ‘blast’, ‘blink’, and more.
precisely in encountering these obstacles and their implicit messages. What you cannot,
or not easily, do with objects is as important as what you can do.
‘Rigid’ objects can of course also be made to move. An inert wooden figurine can be
made to walk, jump, dance, fly and much more. I can unproblematically balance my
kitchen chair on its back legs to lean back or move it from one position to another. In fact,
inert objects may allow more uses than kinetically designed objects, which inevitably
favour certain uses or positions.
In the world of toys, many objects allow mobility. Toy telephones, toy computers,
even books for young children may all have wheels. In such cases mobility becomes a
metaphor. It teaches children that telephones, computers and books ‘get you some-
where’, help you to ‘be on the move’.
which do allow more permanent transformations, for instance rubber, but their use in
toys has remained relatively marginal.
(De)constructability
Deconstructability provides a ‘hands on’ lesson in what things are made of and how they
fit together. Even when toys are not designed for deconstruction, children may want to
take them apart, not from some kind of destructive urge, but from a desire to learn.
Deconstructable toys teach analysis – although children may also ‘deconstruct’ in a
silent protest against turning play into work, as documented by Ito (2009) in her study
of children playing SimCity in an after school workshop.
Any object can be analysed in different ways and according to different principles. In
the past, and to a degree still today, construction toys such as Meccano or Lego taught
children that the world is built up out of a small number of in themselves meaningless
units (‘atoms’ or ‘molecules’ one might say). Larger, meaningful units could be con-
structed from these basic units. The basic units themselves connote the dominant con-
struction methods of the time, steel girders in the case of Meccano, bricks, in modernist
colours, in the case of Lego. Such toys position children as imaginary engineers or
designers. More recently, construction toys often come in do-it-yourself kits which
contain just the right amount and kind of blocks for one and only one larger item, for
instance a Ninjago warship, or a Star Wars spacecraft with helmeted occupants. This
makes users consumers rather than builders or designers and withholds a whole dimen-
sion of analysis and construction from them. Children can of course work against such
restrictions. In one of the videos we made as part of a project on toys, a 7-year-old
mounted the rotor blade of a Lego helicopter on a kind of pedestal and put it in the garden
of a house, a garden otherwise filled with plastic miniature ready-made trees, parasols
and garden furniture, etc. It would keep the garden cool, he explained.
The powering of objects can also be ‘direct’ or ‘remote’. The continuous control of
artificial energy is always remote, leading to different forms of human-machine inter-
faces: rotating knobs, steering wheels, joysticks, the computer mouse, the touch screen,
the drawing pad – and to the subtle skills of fingertip control which, today, are of
increasing importance in contemporary society as more and more activities are powered
by remote control, from street sweeping to brain surgery.
Figure 6 summarizes the types of mobility discussed in this section.
(1984), for instance, a metal beam repeatedly tried to lift itself into an upright position,
but never managed to do so, in an endless Sisyphus-like toil, while other, smaller parts of
the same sculpture energetically repeated the same pointless movements.
Tinguely also devised many techniques for producing irregularity, unpredictability of
movement -differently sized wheels, elastic rubber belts, the use of several motors, etc.
His Jealousy 1 (1960), for instance, represented jealousy by the nervous jiggling of
wooden beads suspended from a moving metal bar.
In later work, he introduced flexible materials such as feathers, dusters, rags and
clothes. As described by Hulten (1975: 204), Maranar (1961) was a hanging sculpture
in which:
nine levers hung from camshafts which were hidden by an intermediate ceiling. When the
machine was switched on, the levers tore at a tangled heap of junk and rags, a dirty night-
dress, an artificial leg wearing a red sock, a washing-up bowl, coffee-tins and lengths of
film. After the machine had been running for a certain time, this collection of junk suddenly
exploded into violent, spastic jerks.
Although many of Tinguely’s sculptures are immobile, he used mobility almost from
the beginning, mostly by putting his sculptures on wheels, but also by using rails,
conveyor belts and so on. Auto-Mobile (1954) was a small sculpture which could move
through the room with a small electromotor. In Klamauk (1979) Tinguely used a tractor
to support a contraption of cogwheels, the motions of which activated hammers and
metal sticks banging on bells and cymbals in a happy fairground cacophony.
And while many of Tinguely’s sculptures were driven by motors, he also explored
manually and naturally powered motion. His Prayer Mills (1954) were wire sculptures
with interlocking wheels, some vertical, some horizontal, which viewers could move
with a crank handle. His Cyclograveur (1960) was a stationary bicycle with a saddle for
the viewer to sit on and pedals to activate a rusty and complex set of interlocking
cogwheels, which ultimately drove a drum, a cymbal, and a rusty toy car.
In many of these sculptures, viewers could instigate the action manually (or with their
feet), as in Prayer Mills and Cyclograveur. In other cases, they could switch on a motor.
In Dissecting Machine (1965) viewers activated drills and saws which attacked the
dismembered parts of a life-like window dummy, so diminishing, as one reviewer put
it, the ‘gap between the vicarious enjoyment of cruelty and the act itself’ (Herald
Tribune, 28 May 1971). In other cases, movement was ‘autokinetic’, so that the machine
appeared to have a life of its own. Velocity also played a role – animal skulls rocked
gently, discs rotated furiously, expressing anger and frustration.
Throughout his career, Tinguely developed an arsenal of resources for mobility
design and explored their meaning potentials, initially primarily in relation to the
machine itself – its mindless repetition, its wastefulness (one of his works endlessly
smashed bottles). In later work, he broadened his vocabulary, using not only machine
parts but also plastic toys, clothes, feathers, animal skulls, etc. animating them with the
movement resources he had developed, to create a wide range of genres and contexts
from altar pieces and portraits to children’s playgrounds and theatrical sets.
van Leeuwen 117
In short, Tinguely (along with Calder) pioneered the semiotic mode of mobility I have
tried to describe here, and he did so a long time before I began to discover the importance
of mobility design in my research on toys (Van Leeuwen and Caldas-Coulthard, 2004)
and on kinetic typography (Van Leeuwen and Djonov, 2015). More broadly, 20th cen-
tury modernist artists such as Tinguely have played a fundamental role in cultural
semiosis, the creation of new forms of meaning-making, and in the renaissance of multi-
modality. Today’s semioticians (and software designers) stand on their shoulders, and
would do well to recognize that.
Acknowledgement
The drawings in this paper are by Toby van Leeuwen.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this
article.
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Author biography
Theo van Leeuwen is Professor of Language and Communication at the University of Southern
Denmark. He has published widely in the area of visual communication, multimodality and critical
discourse analysis. His most recent book is the 3rd edition of Reading Images – The Grammar of
Visual Design (with Gunther Kress). His new book Multimodality and Identity will appear in
July 2021.