The ubiquity of emojis in our digital chat conversations invites interrogation into rebus writing as a predecessor to the emoji and an interdisciplinary area of study, intersecting many aspects of digital humanities. By definition, an emoji is a pictogram representing an object; an ideogram representing an abstract concept; or an emoticon representing human emotion. Pre-dating emojis, a rebus uses a symbol to represent a sound, syllable, part of a word, or whole word, regardless of its meaning. Rebus writing combines visual elements with letters, words, and phonics to create puzzles which need to be deciphered and translated in order to understand their meaning. Coinciding with France’s invasion of Egypt and subsequent discovery of the Rosetta Stone in 1799, rebus writing enjoyed a resurgence as a form of playful and satirical expression in late 18th– early 19th-century Europe and America. Circulating in printed broadsides, advertisements, letters, reading exercises, bibles, picture puzzles, and newspaper games, rebus writing became distinct from its ancient origins and early modern functions, entering more expansively into the daily lives of children and adults as visual vernacular.
Reading Rebus Writing (RRW) is an online, visual archive of late 18th– early 19th-century European and American rebus ephemera, that includes research into their history and cultural uses. While focusing predominantly on this period, the project leaves open possibilities to expand its temporal and geographical scope through additional visual artifacts, historical research, and multilingual examples. The project aims to make a core group of historical rebus ephemera accessible in an engaging, collaborative, and interactive format to scholars in diverse fields such as linguistics, history, education, communications, design studies, and visual arts, as well as members of the general public – opening up new possibilities for discovering how we see and interpret visual information. Each rebus puzzle will be treated as an interface of inquiry to conduct close reading experimentations, translations, and ambiguous interpretations by audience participants. RRW challenges the notion of traditional texts by using humanistic qualitative analysis, while also contributing to the history of language, visual literacy, and visual communication, connecting cuneiform and hieroglyphs to contemporary, digital emojis.

Left: 19th century Rebus Valentine Letter. John Johnson Collection, Bodleian Library, Oxford University.
Right: Detail with my interpretation. Does the meaning of the content change if the observer interprets the pictograms differently?
Enhancing the Humanities through Innovation
As a digital archive developed with WordPress, RRW will use existing digital repositories and institutional library holdings (example one, two, three) to curate a small selection of British and American rebus writing ephemera published in the late-18th and early-19th century for interpretation, translation, discourse, and experimentation. RRW will be based predominantly on the materials found in special collections and archives; these rebuses will have been unearthed during research performed specifically for this project and therefore will be previously unknown to a larger audience, in effect, having remained essentially hidden and undiscovered. The goal is not to gather every example but to provide a digital playground for close reading experimentations and translations. Each rebus will be treated as an interface, a point where visual systems, typographic systems and interpretation meet. As one hovers a mouse over areas of the rebus, translated English words will appear, aiding in the interpretation of the content. If there are multiple interpretations, all possible words will appear. Since interpretations are based on humanistic analysis of the visual, a participant will be prompted to submit their interpretation, offer their point of view, leading to alternate meanings. There may also be instances where a pictogram cannot be identified by the project team, so audience submission will be encouraged: interested users might find a rebus that has not been solved and offer their own provisional solution for it. Their explanatory texts will then be published on the platform–this way the platform will continue to be a place for ongoing activities even after our course involvement ends.
Additionally, essays on the history of the rebus, cultural impact and its placement between the origin of writing and current-day smartphone emojis will be provided for context.
- Can a visual vernacular be established for people of late 18th–early 19th-century Europe or America and if so, what is its cultural significance?
- Does the appropriation of minority cultures by a dominant group impact the reading of the rebuses or their subject matter? And how does this cultural, visual appropriation affect the history and development of language and communication?
- What conclusions about late 18th–early 19th-century European and American society can be posited from the way rebuses were drawn and where/how they were printed?
- Can rebus writing, with its use of visual symbols and ambiguous interpretations, be considered a “text”? [“What makes a text a text—its susceptibility to varying levels of address—is a feature of book culture and the flexibility of the textual imagination” (Witmore)]
- Does the mind’s conceptualization of image to phonology factor into both the difficulty and the ludic aspects of a rebus’s visual wordplay?
Environment Scan
RRW differs from a typical digital archive due to its reliance on the integration between the visual and textual qualities of the rebus artifacts – a visual symbol and its reading exist in a symbiotic relationship. Here are a few projects that share similar theoretical and physical, interactive characteristics:
- The Global Medieval Sourcebook at Stanford University – for each artifact, a participant can see a parallel panel view for English language translations, side-by-side, line-by-line.
- The First Six Books of the Elements of Euclid – Presents the text, in a format similar to the printed publication, with shapes that highlight areas of an accompanying diagram when clicked on.
- Fabricus by Google Arts & Culture – Related to this field of inquiry, however, RRW is not interested in employing sophisticated machine-learning technology which may have biases present in their algorithms. Instead, the project will emphasize the “human” aspect of the digital humanities. While this method may yield inaccurate or inconsistent results, it is important to recognize that different users may interpret rebus writing in different ways. The variation of rebus puzzle solutions may reveal alternative ways users see visual symbols and make them aware of their own knowledge production as observer co-dependent and interpretative, actively constructed from the user’s observation and experience (Drucker).
Audiences
The first iteration of RRW will be disseminated through various channels related to the different audiences. The project team will reach out to departments at universities (linguistics, art history, communications, art and design, history, etc.) to attract academics and students who may be interested in the project for research or teaching.
To reach public general audiences, as well as some scholars, information about the project, along with images of the rebus ephemera will be posted on social media networks, along with a call to action to help us solve the puzzles by submitting translations. Project team members may also have access to mailing lists within their specialties.
Efforts will be made during the design and development phase to ensure the content is accessible, such as providing descriptive alt-text labels for all images and following to the greatest extent possible the 2021 ADA & WCAG accessibility standards and requirements. (ADA/WCAG)
Team / Skills
For the first iteration of the WordPress website (completed this semester) team members will establish criteria for the curation of rebus examples, decide how many are shown, offer interpretations, design and develop the website, perform outreach to audiences, and write essays for context.
Roles:
Patricia: Designer/Developer
Matt: Researcher / Analyst
Ostap: Researcher/Institutional Outreach
Bianca: Project Manager / Copy editor~fact checker
Rachel: Researcher / Developer


