“Places to speculate and dream with…” Sharon, 2016
Conventions of Museums;
- Reassurance of authenticity
“Fictional worlds are not just figments of a person’s imagination; they circulate and exist independently of us and can be called up, accessed, and explored when needed” (Dunne A. Raby F. 2013)
- Communicate where the action should take place
- Any mark or sound, any perceivable indicator that communicates appropriate behavior to a person
- Signifiers must be perceivable, else they fail to function.
- Represent the relationship between things and their potential users
- They are what materials and things in the world offer to potential users: they determine what is possible
- Glass affords visibility, support, illumination.
- The anti-affordance of glass is that it doesn’t allow air and other things to pass through it.
HCD = Human Centered Design
- Sensation. Game as sense-pleasure
- Fantasy. Game as make believe
- Narrative. Game as drama
- Challenge. Game as obstacle course
- Fellowship. Game as social framework
- Discovery. Game as uncharted territory
“What I want my alphabet to convey to the reader is the sensation that children feel in front of books they cannot yet understand” (Sefafini, 2013)
Sharon’s Blog Task
– What are the most important purposes of imaginary worlds?
- Do imaginary worlds convince audiences?
- What themes does the imaginary world of *insert title here* explore and how?