CTS – Imaginary Worlds

“Places to speculate and dream with…” Sharon, 2016

Conventions of Museums;

– Coherence

  • Curation
  • Collection
  • 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)


Dante’s Divine Comedy


  • 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?