Aliceheimer’s. Dana Walrath

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Aliceheimer’s - Dana Walrath


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Each of us could see long before we could speak. At birth our eyes can focus as far as 15–20 cm, the distance between the faces of a mother and her infant. Over the coming weeks, the rest of the world comes into focus. But it is months before the first spoken words, years before paragraphs, and many years before paragraphs get concatenated into a story.

      Pictures also come before words in the earliest cave paintings. The oldest forms of writing were pictorial. The hallowed tradition of illuminated manuscripts brings pictures to story. Despite all this, graphic narratives, comics, bande dessinée, and sequential art by any name have been considered a lower form of storytelling and certainly not part of the academy.

      I know this much to be true: Graphic storytelling captures the complexity of life and death, of sickness and health. Going back and forth between the subconscious and conscious, between the visual and the verbal, lets us tap into our collective memory, an essential element of storytelling.

      In the fall of 2010, I made a pact with an artist friend who lives in Beijing to make a drawing a day and to e-mail them to each other. I sent her Alice drawings in part to process my own grief after placing my mother in an Alzheimer’s residence after several years of her living with us in Vermont. But I was also drawing to remember the magic and laughter of that time.

      I found the story’s voice the day I cut up a cheap paperback copy of Lewis Carroll’s Alice in Wonderland, using the page fragments to make her bathrobe, Alice’s favorite garment. “Apples Are Better” was the first picture that I made for this book. It was only after drawing it in its entirety that I realized that the haloes that had appeared around Alice’s head were reminiscent of Armenian manuscripts, a subconscious reference to her first language, to her reversion to childhood, and to her altered magical state.

      Cartoonist and author-illustrator Mo Willems has said, “never start drawing a visual story on page 1 . . . it takes time to find the voice.” After that first drawing on page 8, I knew I had found the voice. I went back to page 1 and quickly filled a sketchbook. The original twenty-five drawings—a part of the Brooklyn Art Library’s Sketchbook Project—tell a love story. In turn, the drawings inspired a series of essays, grew into large-scale art installations, launched me into the field of graphic medicine, sent me to Armenia as a Fulbright Scholar, and led to the book you are now holding. This is the power of story.

      The medium of comics is perfect for telling the Aliceheimer’s story because comics are all about rule breaking. Likewise, the Sketchbook Project reverses the rules of engaging with art and books. Ultimately, the precious originals disappear, and only a digital record remains. So like letting go of someone.

      For me, as the originals disappeared, new layers emerged. I began to print life-size versions of the digital images onto canvas and large sheets of paper and to embroider the haloes and slippers to honor my mother’s love for mending. As I was sewing, the tangle of threads on the wrong sides of the cloth reminded me of the plaques and tangles of Alzheimer’s disease. To save my fingertips, I began using an awl to poke holes in the canvas for the threads, and another layer appeared. My mother’s father, a shoemaker, must have used an awl each day at work.

      A picture’s ability to tap into subconscious processes for both the composer and the reader give graphic storytelling its power. I have found that this power can support those with dementia. It can heal and support individual caregivers, and it can help rewrite the dominant biomedical story of dementia and how we approach aging globally. This biomedical story is in desperate need of revision.

      The dominant narrative is a horror story. People with Alzheimer’s are perceived as zombies, bodies without minds, waiting for valiant researchers to find a cure. For Alice and me, the story was different. Alzheimer’s was a time of healing and magic. Of course, there is loss with dementia, but what matters is how we approach our losses and our gains. Reframing dementia as a different way of being, as a window into another reality, lets people living in that state be our teachers—useful, true humans who contribute to our collective good, instead of scary zombies.

      If you believe that science is the only way to understand sickness and health, then finding the good in a disease state at the end of the life cycle is an uncomfortable notion. But for anthropologists, medicine is not just science but a collection of beliefs and practices. Biomedicine’s power to cure disease and to repair individual bodies has led to its spread throughout the world, obscuring the fact that it is a cultural system and that, like any human-made system, it has its flaws.

      Some cultures locate sickness not in individuals but instead in families or communities. As any caregiver knows, we live the sickness too. And while biomedicine can cure diseases, it flounders with permanent hurts, troubles of the mind, states present from birth or that are incurable or progressive. In biomedicine, these states are stigmatized and feared. We medical anthropologists have a term for this: social death.

      The squares in this figure represent biological birth and death: emergence from the womb and that final beat of the heart or that final breath. But each culture also defines when life begins and ends, when personhood is conferred or taken away. For example, different definitions of social birth result in the abortion controversy. At the end of life, the social definition of brain death lets physicians, in countries like the United States, harvest organs for transplant, even from someone who still has a beating heart. This isn’t an acceptable medical practice in Japan.

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      Stigma, silence, and social death surround rejected ways of being and echo through the hallways of hospitals, medical school lecture rooms, and textbooks. This is where stories and comics come in. They can rewrite the dominant narrative. Around the world, comic artists, caretakers, parents, and assorted onlookers are taking up their drawing tools, pens, papers, scissors, and computers to depict illnesses and ways of being human that have been stigmatized. This is graphic medicine.

      The images and words of a graphic narrative bring back the humanity of a person with dementia. We see Alice. She makes us smile. My mother, a lifelong book lover, devoured every graphic narrative that came into the house, even without the benefit of a short-term memory. Watching this convinced me that I needed to use a medium that someone with dementia could access.

      Comics can reflect the quick wit and intelligence that people with Alzheimer’s disease can retain. The caregivers for the estimated 44 million people with dementia globally are in desperate need of a laugh. Subconsciously we associate graphic narratives and comics with laughter. The medium itself grants permission to laugh at the experience. Laughter is respite. It opens new possibilities for how to cope.

      Besides needing a laugh, caregivers are a tired group with limited free time. Graphic storytelling has the advantage of speed. Pictures compress narrative. They establish setting and tone immediately.

      Conflicting realities can coexist in a single image just as they do for people with dementia and their caregivers. Seeing the two realities on a page can make it easier for a caregiver to stop pushing back, to let the more benign hallucinations be a part of life—like when my mother saw my dead father up in the branches of a tree. What seems delusional may be the manifestation of desire. Emotions may be transformed into physical sensations and signal a need for a conversation, as when my mother called me over to check to see whether she had grown hooves and horns.

      The most amazing property of stories is their power to


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