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2013

Game Design 2
Lecture 6: Semiotics & Icons

http://gcugd2.com
Sunday, 3 November 13

david.farrell@gcu.ac.uk
Reading
• Duarte p44 - p61 (icon stuff)
• These two short articles:
• http://bit.ly/t5CK8s (Bejewelled 1)
• http://bit.ly/tEfaaC (Bewjewlled 2)

Sunday, 3 November 13
Semiotics
A sign is “something that stands for
something to someone in some capacity”

Sunday, 3 November 13
Sunday, 3 November 13
Literacy
• Literacy is normally thought of as the ability
to read and write.

• But - you can interpret meaning from other
stimuli than just text.

• art, music, film, fashion, advertising

• Many mediums convey more through
images than text

Sunday, 3 November 13
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
Sunday, 3 November 13
What does this mean?
“The guard dribbled down court, held up
two fingers and passed to the open man.”

Sunday, 3 November 13
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

Sunday, 3 November 13
Games Literacy

Sunday, 3 November 13
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

Sunday, 3 November 13
Sunday, 3 November 13
Short Cut
• By understanding the meaning of symbols,

the designer can avoid the need to explain
or teach the player what something does.

Sunday, 3 November 13
Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
• Escapist discussed train
• http://bit.ly/18QuKV9
• can watch Brenda Brathwaite’s talk on the
GDC Vault

• http://bit.ly/1aV95jj

Sunday, 3 November 13
Game Tells
• The decisions you make about your game’s
art style convey information to the
potential player.

• This is not aesthetics this is games design.

Sunday, 3 November 13
Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13
Association
• People associate and identify themselves
with certain things.

• Blue for boys, pink for girls
• Brands like Apple, The Hundreds have a lot
of meaning for people.

• The visual style of a game is important.
Sunday, 3 November 13
Sunday, 3 November 13
Sunday, 3 November 13
Part 2: Icons
• Reading:
• Duarte
• 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

Sunday, 3 November 13
Rules of Icon Design
• 1: An icon should suggest its function.
• 2: Icons shouldn’t suggest the name

Sunday, 3 November 13
Rules of Icon Design
• 3: Avoid text in icons
• text provides no metaphor and requires
more effort to scan than a good icon.

• 4: Don’t rely on information users won’t
have

• users should be able to predict outcome
Sunday, 3 November 13
Rules of Icon Design
• 5: Avoid useless information
• if you have an icon for the game’s help
files, having a pen would mislead implying the creation of documents.

Sunday, 3 November 13
Rules of Icon Design
• 6: Icons which work as silhouettes work
better than those which require detail

• 7: Avoid ambiguity
• if two icons could represent same

function, one should be redesigned

Sunday, 3 November 13
Abstract Vs Realistic
• It is challenging to design visual

representations of some concepts.

• 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.

Sunday, 3 November 13
Abstract

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

Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13
Circular Flow
• Flow that represents a continuous process
without an end point.

• Any closed loop shape could work.

Sunday, 3 November 13
Sunday, 3 November 13
Divergent and Convergent
• Flow that occurs when two or more

elements either collide or separate out
form each other as if splitting off.

Sunday, 3 November 13
Sunday, 3 November 13
Multidirectional
• Flow that expresses complex relationships
- flow charts for instance.

• Often these flows result from a

combination of the preceding types.

Sunday, 3 November 13
Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13
Abstract: Trees
• Structures that indicate clear hierarchy.
• Relationships can be expressed between
any number of objects.

Sunday, 3 November 13
Sunday, 3 November 13
Abstract: Layers
• Structures that show elements that stack
or build on each other.

• They can depict both hierarchy and
sequence.

Sunday, 3 November 13
Sunday, 3 November 13
Abstract: Cluster
• Overlapping - Clusters that overlap and
indicate shared sets, interest, or
responsibility.

• Sometimes they form a new shape or area
within the overlap.

Sunday, 3 November 13
Sunday, 3 November 13
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.”

Sunday, 3 November 13
Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13
With a Core
• creates a parent - child relationship.
• The outer elements connect with a central
element to hold the family together.

Sunday, 3 November 13
Sunday, 3 November 13
Without a Core
• Implies that the elements connect through
proximity or mutual attraction.

• They are tied to one central area.

Sunday, 3 November 13
Sunday, 3 November 13
Realistic: Pictorial
• Process pictorials are snapshots of how

things work sequentially as a product or
system.

Sunday, 3 November 13
Sunday, 3 November 13
Reveal
• An illustration of hidden information shown
by slicing, peeling or otherwise exposing a
thing’s inner workings

Sunday, 3 November 13
Sunday, 3 November 13
Direction
• Showing where to go or how to get
somewhere.

• Usually feature a starting location and

destination, and may contain directions.

Sunday, 3 November 13
Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13
Influence

• Demonstrating the resulting impact of
various interacting elements.

Sunday, 3 November 13
Sunday, 3 November 13
Realistic: Displaying Data
• Comparison icons juxtapose two or more

sets of information to illustrate differences.

• Bar graphs, pie charts and other methods
are suitable.

Sunday, 3 November 13
Sunday, 3 November 13
Trend
• One parameter of data represents time, to
indicate a trend.

• Change over time is the most important
aspect of these diagrams.

Sunday, 3 November 13
Sunday, 3 November 13
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.

Sunday, 3 November 13
Sunday, 3 November 13

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Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design

  • 1. 2013 Game Design 2 Lecture 6: Semiotics & Icons http://gcugd2.com Sunday, 3 November 13 david.farrell@gcu.ac.uk
  • 2. Reading • Duarte p44 - p61 (icon stuff) • These two short articles: • http://bit.ly/t5CK8s (Bejewelled 1) • http://bit.ly/tEfaaC (Bewjewlled 2) Sunday, 3 November 13
  • 3. Semiotics A sign is “something that stands for something to someone in some capacity” Sunday, 3 November 13
  • 5. Literacy • Literacy is normally thought of as the ability to read and write. • But - you can interpret meaning from other stimuli than just text. • art, music, film, fashion, advertising • Many mediums convey more through images than text Sunday, 3 November 13
  • 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 Sunday, 3 November 13
  • 7. What does this mean? “The guard dribbled down court, held up two fingers and passed to the open man.” Sunday, 3 November 13
  • 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 Sunday, 3 November 13
  • 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 Sunday, 3 November 13
  • 12. Short Cut • By understanding the meaning of symbols, the designer can avoid the need to explain or teach the player what something does. Sunday, 3 November 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. Sunday, 3 November 13
  • 17. • Escapist discussed train • http://bit.ly/18QuKV9 • can watch Brenda Brathwaite’s talk on the GDC Vault • http://bit.ly/1aV95jj Sunday, 3 November 13
  • 18. Game Tells • The decisions you make about your game’s art style convey information to the potential player. • This is not aesthetics this is games design. Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 22. Association • People associate and identify themselves with certain things. • Blue for boys, pink for girls • Brands like Apple, The Hundreds have a lot of meaning for people. • The visual style of a game is important. Sunday, 3 November 13
  • 25. Part 2: Icons • Reading: • Duarte • 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 Sunday, 3 November 13
  • 26. Rules of Icon Design • 1: An icon should suggest its function. • 2: Icons shouldn’t suggest the name Sunday, 3 November 13
  • 27. Rules of Icon Design • 3: Avoid text in icons • text provides no metaphor and requires more effort to scan than a good icon. • 4: Don’t rely on information users won’t have • users should be able to predict outcome Sunday, 3 November 13
  • 28. Rules of Icon Design • 5: Avoid useless information • if you have an icon for the game’s help files, having a pen would mislead implying the creation of documents. Sunday, 3 November 13
  • 29. Rules of Icon Design • 6: Icons which work as silhouettes work better than those which require detail • 7: Avoid ambiguity • if two icons could represent same function, one should be redesigned Sunday, 3 November 13
  • 30. Abstract Vs Realistic • It is challenging to design visual representations of some concepts. • 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. Sunday, 3 November 13
  • 31. Abstract • Abstract icons are usually shapes that combine to show relationships. Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 34. Circular Flow • Flow that represents a continuous process without an end point. • Any closed loop shape could work. Sunday, 3 November 13
  • 36. Divergent and Convergent • Flow that occurs when two or more elements either collide or separate out form each other as if splitting off. Sunday, 3 November 13
  • 38. Multidirectional • Flow that expresses complex relationships - flow charts for instance. • Often these flows result from a combination of the preceding types. Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 42. Abstract: Trees • Structures that indicate clear hierarchy. • Relationships can be expressed between any number of objects. Sunday, 3 November 13
  • 44. Abstract: Layers • Structures that show elements that stack or build on each other. • They can depict both hierarchy and sequence. Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 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.” Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 56. With a Core • creates a parent - child relationship. • The outer elements connect with a central element to hold the family together. Sunday, 3 November 13
  • 58. Without a Core • Implies that the elements connect through proximity or mutual attraction. • They are tied to one central area. Sunday, 3 November 13
  • 60. Realistic: Pictorial • Process pictorials are snapshots of how things work sequentially as a product or system. Sunday, 3 November 13
  • 62. Reveal • An illustration of hidden information shown by slicing, peeling or otherwise exposing a thing’s inner workings Sunday, 3 November 13
  • 64. Direction • Showing where to go or how to get somewhere. • Usually feature a starting location and destination, and may contain directions. Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 68. Influence • Demonstrating the resulting impact of various interacting elements. Sunday, 3 November 13
  • 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. Sunday, 3 November 13
  • 72. Trend • One parameter of data represents time, to indicate a trend. • Change over time is the most important aspect of these diagrams. Sunday, 3 November 13
  • 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. Sunday, 3 November 13