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.


I n i t i a l   F o r m   C o n c e p t s

This brief sketch entails the creation of a publication (connoting a relationship to a standard book format) that would most likely include not only information graphics but text content including articles, quotes, opinions from credited industry persons and so on. The overall theme here would be more of a story format, taking the reader through the various areas and aspects about the global gaming community. Note that “story” does not entail the notion of an overall narrative to the piece that will be aimed to compose no matter what direction results.

What would a digital format look like. It would have to be flexible in order to accommodate the requirements of multiple visuals. This may result as a standardized button format website, but research into newer screen real estate technologies such as photosynth / deepzoom that allow for smooth seamless transitioning between a macro and micro viewpoint. This eliminates the need for buttons and thus might be a nice departure from standard web formats, especially in context of this project in providing something engaging for the viewer.

After reading the literature of Tufte the thought of utilizing every inch of real estate, whether paper or digital although in this case leaning towards the digital, is appealing. Playing around with dimensions proportional in connoting data values seem appealing also. As well, this plays on the ink to data relationship that Tufte speaks of. In that sense, simplicity would be the aim in this case to not overwhelm the viewer/reader with a complex or congested information graphic that proves to disconnect the viewer in the end, if by nothing else than sheer laziness to dissect such a piece.


Some sketches about the form of the concepts as stated within the research summary. These are the initial stages of searching for the best form fitting resolve. More exploration will be required in the next phase to better sort out the working from the not, or rather what will best lead to the working.

The concepts above do not directly tie into the 3 concepts as stated within the research summary. Rather this is 3 brief concept directions pertaining to the form pursuit to be taken after the fact of this phase… or from here-on-in.

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.