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2010


                   Game Design 2
                         Lecture 9: Semiotics & Icons




http://www.comu346.com                             dfarrell@davidlearnsgames.com
Reading


• Duarte p44 - p61 (icon stuff)
• Handouts
Semiotics

  A sign is “something that stands for
something to someone in some capacity”
Literacy
• Literacy is normally thought of as the ability
  to read and write.
• You can interpret meaning from other
  stimuli than just text.
  • art, music, film, fashion, advertising
• Many mediums convey more through
  images than text
Reading & Writing
• You don’t just read, you read or write
  something in some way.
  • newspaper vs rap
  • essays vs fiction
• Each domain has its own rules &
  requirements
• These can be considered separate literacies
What does this mean?

“The guard dribbled down court, held up
two fingers and passed to the open man.”
Semiotic Domains

• Within each domain, all sorts of things can
  take on meaning.
• Someone can be musically literate without
  knowing how to read notation.
  • they are part of a different semiotic
    domain
Games Literacy
Game Domains

• Game literacy is really an umbrella term for
  many sub domain literacies.
• FPS game domain expectations of a box
  would differ from a platform game
Short Cut


• By understanding the meaning of symbols,
  the designer can avoid the need to explain
  or teach the player what something does.
Cultural Semiotics

• Swastika symbol has many meanings but in
  western culture the association with
  Naziism is overwhelming.
• Possible to cause offence or create meaning
  where none intended.
• Escapist discussed train
• can watch Brenda’s talk on gdcvault.com
Game Tells

• The decisions you make about your game’s
  art style convey information to the
  potential player.
• This is not ‘art’ this is games design.
Sci Fi Corridors
• Sci Fi corridors and doors often have
  angled or curved walls.
• In the future, we’ll probably have
  rectangular walls but the art design isn’t
  trying to be realistic, it’s trying to
  communicate.
• Desaturated, gloomy colours are often used
  to imply a grim future environment.
Association
• People associate and identify themselves
  with certain things.
• Blue for boys, pink for girls
• Brands like Apple, FCUK have a lot of
  meaning for people.
• The visual style of a game is important.
Designing Icons

• Duarte and Gnome Project
• Rule of thumb: If you have to think about an
  icon to ‘get it’, the metaphor is too
  complex.



           http://developer.gnome.org/projects/gup/hig/2.0/icons-design.html
Functionally Suggestive

• An icon should suggest its function.

• Icons shouldn’t suggest the name of its function.
Good Icon Design

• Avoid text in icons
 • text provides no metaphor and requires
    more effort to scan than a good icon.
• Don’t rely on information users won’t have
 • users should be able to predict outcome
• Avoid useless information
 • if you have an icon for the game’s help
    files, having a pen would mislead -
    implying the creation of documents.
• Icons which work as silhouettes work
  better than those which require detail
• Avoid ambiguity
 • if two icons could represent same
    function, one should be redesigned
Abstract Vs Realistic

• Some game functions may represent abstract
  notions and suit an abstract icon.
• Other functions are more specific and
  realistic and don’t require a distant metaphor.
Abstract


• Abstract icons are usually shapes that
  combine to show relationships.
Abstract: Flow

• Linear Flow: Flow construction that
  illustrates a process with a definite start
  and end point.
• The Diagram can follow a straight line or
  be a series of steps along a line.
Circular Flow


• Flow that represents a continuous process
  without an end point.
• Any closed loop shape could work.
Divergent and Convergent


 • Flow that occurs when two or more
   elements either collide or separate out
   form each other as if splitting off.
Multidirectional

• Flow that expresses complex relationships
  - flow charts for instance.
• Often these flows result from a
  combination of the preceding types.
Abstract: Structure

• Matrices - structures that compare data
  with at least two different data sets.
• One set of data can even be a yes / no set
  of data as in a checklist.
Abstract: Trees


• Structures that indicate clear hierarchy.
• Relationships can be expressed between
  any number of objects.
Abstract: Layers

• Structures that show elements that stack
  or build on each other.
• They can depict both hierarchy and
  sequence.
Abstract: Cluster

• Overlapping - Clusters that overlap and
  indicate shared sets, interest, or
  responsibility.
• Sometimes they form a new shape or area
  within the overlap.
Closure

• Clusters that emerge when shapes combine
  to create another shape.
• This principle of Gestalt psychology can be
  useful when expressing the idea that “the
  sum is greater than the parts.”
Enclosed

• Clusters that are enclosed and contain at
  least one element that envelops another.
• Grouping in this way indicates which
  elements are part of a higher order, and
  which stand alone.
Linked

• Clusters that are linked as a unifying
  element to group items.
• A unifying element links related groups of
  items.
• It could be a line, shape, or connector of
  any kind.
Abstract: Radiate

• From a point radiation occurs when a
  single directional “burst” emerges from
  either a graphic or point that has a clear
  point of origin.
With a Core


• creates a parent - child relationship.
• The outer elements connect with a central
  element to hold the family together.
Without a Core


• Implies that the elements connect through
  proximity or mutual attraction.
• They are tied to one central area.
Realistic: Pictorial


• Process pictorials are snapshots of how
  things work sequentially as a product or
  system.
Reveal


• An illustration of hidden information shown
  by slicing, peeling or otherwise exposing a
  thing’s inner workings
Direction

• Showing where to go or how to get
  somewhere.
• Usually feature a starting location and
  destination, and may contain directions.
Location

• Showing where something is in the context
  of geography, topography, system, or shape.
• These diagrams call attention to a specific
  location while providing context.
Influence


• Demonstrating the resulting impact of
  various interacting elements.
Realistic: Displaying Data

 • Comparison icons juxtapose two or more
   sets of information to illustrate differences.
 • Bar graphs, pie charts and other methods
   are suitable.
Trend

• One parameter of data represents time, to
  indicate a trend.
• Change over time is the most important
  aspect of these diagrams.
Distribution

• Expression of a pattern in seemingly
  disparate data.
• Whether a scatter plot, bell curve or other
  model, distribution diagrams correlate
  singular instances into a larger pattern.
Game Design 2 (2010): Lecture 9 - Semiotics & Icon Design

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Game Design 2 (2010): Lecture 9 - Semiotics & Icon Design

  • 1. 2010 Game Design 2 Lecture 9: Semiotics & Icons http://www.comu346.com dfarrell@davidlearnsgames.com
  • 2. Reading • Duarte p44 - p61 (icon stuff) • Handouts
  • 3. Semiotics A sign is “something that stands for something to someone in some capacity”
  • 4.
  • 5. Literacy • Literacy is normally thought of as the ability to read and write. • You can interpret meaning from other stimuli than just text. • art, music, film, fashion, advertising • Many mediums convey more through images than text
  • 6. Reading & Writing • You don’t just read, you read or write something in some way. • newspaper vs rap • essays vs fiction • Each domain has its own rules & requirements • These can be considered separate literacies
  • 7. What does this mean? “The guard dribbled down court, held up two fingers and passed to the open man.”
  • 8. Semiotic Domains • Within each domain, all sorts of things can take on meaning. • Someone can be musically literate without knowing how to read notation. • they are part of a different semiotic domain
  • 10. Game Domains • Game literacy is really an umbrella term for many sub domain literacies. • FPS game domain expectations of a box would differ from a platform game
  • 11.
  • 12. Short Cut • By understanding the meaning of symbols, the designer can avoid the need to explain or teach the player what something does.
  • 13.
  • 14. Cultural Semiotics • Swastika symbol has many meanings but in western culture the association with Naziism is overwhelming. • Possible to cause offence or create meaning where none intended.
  • 15.
  • 16.
  • 17. • Escapist discussed train • can watch Brenda’s talk on gdcvault.com
  • 18. Game Tells • The decisions you make about your game’s art style convey information to the potential player. • This is not ‘art’ this is games design.
  • 19.
  • 20. Sci Fi Corridors • Sci Fi corridors and doors often have angled or curved walls. • In the future, we’ll probably have rectangular walls but the art design isn’t trying to be realistic, it’s trying to communicate. • Desaturated, gloomy colours are often used to imply a grim future environment.
  • 21.
  • 22. Association • People associate and identify themselves with certain things. • Blue for boys, pink for girls • Brands like Apple, FCUK have a lot of meaning for people. • The visual style of a game is important.
  • 23.
  • 24.
  • 25. Designing Icons • Duarte and Gnome Project • Rule of thumb: If you have to think about an icon to ‘get it’, the metaphor is too complex. http://developer.gnome.org/projects/gup/hig/2.0/icons-design.html
  • 26. Functionally Suggestive • An icon should suggest its function. • Icons shouldn’t suggest the name of its function.
  • 27. Good Icon Design • Avoid text in icons • text provides no metaphor and requires more effort to scan than a good icon. • Don’t rely on information users won’t have • users should be able to predict outcome
  • 28. • Avoid useless information • if you have an icon for the game’s help files, having a pen would mislead - implying the creation of documents.
  • 29. • Icons which work as silhouettes work better than those which require detail • Avoid ambiguity • if two icons could represent same function, one should be redesigned
  • 30. Abstract Vs Realistic • Some game functions may represent abstract notions and suit an abstract icon. • Other functions are more specific and realistic and don’t require a distant metaphor.
  • 31. Abstract • Abstract icons are usually shapes that combine to show relationships.
  • 32. Abstract: Flow • Linear Flow: Flow construction that illustrates a process with a definite start and end point. • The Diagram can follow a straight line or be a series of steps along a line.
  • 33.
  • 34. Circular Flow • Flow that represents a continuous process without an end point. • Any closed loop shape could work.
  • 35.
  • 36. Divergent and Convergent • Flow that occurs when two or more elements either collide or separate out form each other as if splitting off.
  • 37.
  • 38. Multidirectional • Flow that expresses complex relationships - flow charts for instance. • Often these flows result from a combination of the preceding types.
  • 39.
  • 40. Abstract: Structure • Matrices - structures that compare data with at least two different data sets. • One set of data can even be a yes / no set of data as in a checklist.
  • 41.
  • 42. Abstract: Trees • Structures that indicate clear hierarchy. • Relationships can be expressed between any number of objects.
  • 43.
  • 44. Abstract: Layers • Structures that show elements that stack or build on each other. • They can depict both hierarchy and sequence.
  • 45.
  • 46. Abstract: Cluster • Overlapping - Clusters that overlap and indicate shared sets, interest, or responsibility. • Sometimes they form a new shape or area within the overlap.
  • 47.
  • 48. Closure • Clusters that emerge when shapes combine to create another shape. • This principle of Gestalt psychology can be useful when expressing the idea that “the sum is greater than the parts.”
  • 49.
  • 50. Enclosed • Clusters that are enclosed and contain at least one element that envelops another. • Grouping in this way indicates which elements are part of a higher order, and which stand alone.
  • 51.
  • 52. Linked • Clusters that are linked as a unifying element to group items. • A unifying element links related groups of items. • It could be a line, shape, or connector of any kind.
  • 53.
  • 54. Abstract: Radiate • From a point radiation occurs when a single directional “burst” emerges from either a graphic or point that has a clear point of origin.
  • 55.
  • 56. With a Core • creates a parent - child relationship. • The outer elements connect with a central element to hold the family together.
  • 57.
  • 58. Without a Core • Implies that the elements connect through proximity or mutual attraction. • They are tied to one central area.
  • 59.
  • 60. Realistic: Pictorial • Process pictorials are snapshots of how things work sequentially as a product or system.
  • 61.
  • 62. Reveal • An illustration of hidden information shown by slicing, peeling or otherwise exposing a thing’s inner workings
  • 63.
  • 64. Direction • Showing where to go or how to get somewhere. • Usually feature a starting location and destination, and may contain directions.
  • 65.
  • 66. Location • Showing where something is in the context of geography, topography, system, or shape. • These diagrams call attention to a specific location while providing context.
  • 67.
  • 68. Influence • Demonstrating the resulting impact of various interacting elements.
  • 69.
  • 70. Realistic: Displaying Data • Comparison icons juxtapose two or more sets of information to illustrate differences. • Bar graphs, pie charts and other methods are suitable.
  • 71.
  • 72. Trend • One parameter of data represents time, to indicate a trend. • Change over time is the most important aspect of these diagrams.
  • 73.
  • 74. Distribution • Expression of a pattern in seemingly disparate data. • Whether a scatter plot, bell curve or other model, distribution diagrams correlate singular instances into a larger pattern.

Notas do Editor