Semiotic Principles

I’m working on project 1 – transformation object this week, and I’ve narrowed down my list of semiotic principles that will be used in my game:

  1. Colour as Signpost. Will be used for each category of words, representing a different colour.
  2. Division – Absence. Absence will be represented by the spaces left on the scenario cards.
  3. Signifier/Signified. Will be used as the words (signifier) inserted into the scenarios, and overall meaning created when the two are put together (signified).
  4. Myth. This will be represented by each player’s drawings, which will be influenced by their cultural/historical backgrounds.
  5. Currency. The value placed on correct answers/drawings as points in the game.
  6. Author/Reader. Authors will be the creator of the scenarios and the drawings, the reader will be the player guessing the scenario.
  7. Image. The image is represented by the drawings created based on the scenarios provided, which will be based on personal reflection of the drawer’s thoughts.

Hopefully this will be developed further before submission!


Exploring Type

card draft  card draft_v2card draft_v3

This week I have been expanding my idea for my transformation object further, and looking at presentation, in particular how type will work for the game.

In looking this week about how type can influence meaning, I’ve been exploring the different typefaces that will be used on the scenario cards. I’ve made a few mock-ups using different typefaces. I think each gives a different feel to the presentation. I’m also considering which will have the most readability for children. While the sans serif is easily read for children, the way it interacts with the layout and space on the card doesn’t seem to gel as well as the sans serif, so I think a simple sans serif typeface will most likely be the best option.

More development to come!