U s e r   F l o w

Reading through publication, the user should be able to assess different levels of information. They may be browsing and flipping through or reading in depth. Either way it would be nice to present the information in both ways but no as repetitive as it could rather from a different perspective.

Multiple levels of information would allow for immersion into the publication. Along with it exploration should part of any print piece for the reader to want to read it. These two would allow the reader to discover the narrative of the piece and walk away hopefully having enjoyed it. That’s the theory anyways I have been trying to keep to.


T h e   A u d i e n c e

Ongoing research led to the discovery of some new data. It came to attention a few weeks ago that a company (newzoo) retails a complete, in depth, annual report about the gaming industry. As well, it researches 10 countries, give or take the timing and the cost of which is 4,000 Euro per country or 25,000 Euro for all countries. It must be then the industry is taken care of. Such a report, assuming the company is turning a profit, contains more than enough information. Presumably well designed also.

Confirming the direction I was already leaning towards, and taking the industry out of the equation, a publication is in deed the direction. As well, weeding through the data while trying out different forms sorted out the commonality and what could be combined together. The result was data about the specifics of the gaming community and gamer demographics, serving the purpose of the publication I have been working through.

Note: This train of thought has been on the back burner for some time now as I worked through some of the other aspects of design and detailed prior.

C o l o u r   T h e o r y

Most gaming aesthetics involve a well defined attention to detail and high resolution (connoting the ongoing technological development of the industry). Furthermore, rich contrasting colours, generally speaking, serve to enhance the gaming experience. Or so the ads say. In any case, this publication does not speak strictly to the gaming community but those outside who are not particularly aware of the gaming community.

A muted colour pallet based on colours (orange, teal, red, etc.) found in gaming aesthetics servers to present a toned down design more befitting the audience. In general, designing for the whole (as the instructor puts it) rather than from the industry.

D V D   G o l d e n   R a t i o

The size of the print piece should be in relative relation to that of a game case. It seems only logical for, well, firstly print cost issues and then distribution (if possible) during the show. However, that aside, in terms of the project the dimensions must serve the best relationship with the content. With that in mind a game case still seems most appropriate as it is the source of the project, and what the project is all about; the video game.

Incorporating a more balance ratio however, I chose to alter the dimensions of the standard dvd case (7.5 x 5.375 inches), for the larger of course, to represent the golden ratio.

P u r s u i t   o f   P a p e r

After playing around with the digital concepts no resolve came to be. I realize the best course of action is to not work the data to death in an attempt to create a system that can contain and represent it all. Rather, it must be the best suited course of action towards achieving what I was trying to do from the get go (which turns out to be the initial idea I had before running in circles).

Hence, as I mentioned earlier with the whole “The Medium Is The Message”, a paper piece serves as the best relationship of the form and it’s meaning. In an effort to detract from the data and represent the narrative of the common gamer progression away from modern stereotypes, and therein the extension into modern day living and many other social and scientific aspects this seems to be the best POA. As well, from discussion with fellow gamers many articles and interesting aspects that are not data orientated can be taken into account in the piece. Although these do not connote the gamers themselves, the connotes the aspects of gamer lifestyles that bleed into modern day living.

W e b   C o n c e p t

After setting up a rough web concept today it was realized this is not a suitable pursuit. A button based application to pull up different information graphics is nothing new or different or serving the purpose of the project, once more, which is not based on displaying information graphics but rather the story of gamers through information graphics. This realization is driving towards a more paper based piece, as mentioned in a previous post about Marshall McLuhan, where the Medium is the Message. If this is indeed true, then maybe the paper format should be the sought pursuit in order to connote the message that the context of the modern video gamer vastly extends beyond the screen and into everyday living, business team project models, problem solving techniques, sociability, and so on.

P h o t o s y n t h   &   D e e p   Z o o m

After spending some time working through the digital concept & deep zoom I finally came up with a rudamentary working mockup of the design. Following my sketches the attempt was to lay down a format that would allow for zooming to be the transition utility between a macro perspective and micro for the information graphics.

However, the result did not prove to be workable, and thus worth continuing. The conclusion was that a well constructed information graphic (unless immensely more detailed of which this project was not) would have all details and imagery visible from a single viewpoint or perspective. As such, transitioning to other graphs (i.e. zooming in and out) proved to be but a fluid transition between separate graphs. Although slightly playful and different, it does not serve any purpose of enhancing the data of video gamers towards a perspective for the general public that coincides with the perspective of opposition towards modern gamer stereotypes.