Comics / Spotlight

A Comic Book and Mobile Exam Question


By Hervé St-Louis
November 19, 2012 - 07:46

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I’m an assistant teacher at the University of Toronto where I teach undergrads about communications and technology. In one of our tutorial session on icon design, I decided to mix in some sequential art theory to the mix. The course's professor was inspired by my class material and tested the students on a proposed topic of cartoons and mobile icons, both specialties of mine. It’s fun to combine one’s love of comics and mobile development in the teaching and examination material one teaches. Many people think that courses that involve comics and mobile technology must be easy. This course is one of the toughest one students take.

After the test, I crafted this sample answer for the students to learn how to answer critical questions that deal with topics most thin are easy to master but are not. The actual exam question has been modified.

Comics and mobile icons are considered to be good examples of visual communications media.

a) Explain TWO similarities between commonalities between mobile icons and cartoons with examples for each;

1-Both mobile icons and cartoons, bet they for comic books (and graphic novels), animated films, or video games, rely on abstractions to simplify visual information, removing complex visual nuances and simplifying a graphic message. Details which would make the illustration complex are omitted. For example, the phone dialer icon may mimic an abstraction of a traditional phone receiver. A happy face abstraction means that it can easily represent both female male subjects.

2-By abstracting a visual message, mobile icons and cartoons increase the understanding and meaning viewers perceive. Because of the restricted space on a mobile phone, mobile icons have limited space to convey their meaning. To convey their meanings, both mobile icons and cartoons focus a viewer's attention to an idea. Icons help viewers focus by using simple design elements and few colours to direct the attention of viewers to stark memorable and stark details. For example, a phone dialer icon usually has a few colours and has distinctive phone receiver shape. A happy face focuses on the eyes a mouth to convey emotions. The round shape of a happy face is like a target drawing the viewer’s gaze to the shape.

b) Explain TWO differences between mobile icons and cartoons with examples for each;


1-Mobile icons are meant to be used as interactive interface elements within phones and tablets. Therefore, it's important for that their shape and size make them easy to select using touch, mice or keyboard inputs. Cartoons are often used in more varied environments. Although cartoons may be used as mobile icons and in interactive scenarios, they are used in other media also for different purposes. If they are animated, cartoons may appear as animated films, or video games. They may be rendered in 2D or 3D. They may be drawn by hand or designed digitally. They may or may not have interactive functions associated with them.

2-Mobile icons must occupy similar spaces within a mobile interface. For example, no matter what the design of the text messaging icon, it may have to fit a particular size ration, such as 40pixels by 40 pixels, just like the neighbouring Facebook app icon on my phone. Even if they vary in size or shape, all icons on my phone must fit within this overall ratio. Cartoons, when used in comics or video games are noteworthy for changing size and shape constantly depending on the story effect sought by the animator.

c) Explain TWO features of cartoons that follow the principles of design established by mobile icons;

1-Simplicity is an important element to both cartoons and graphic novel design. The particular design used may relate to both characters, props, settings or even logos used by both. For example, the Happy Face symbol with a drop of blood used in the Watchmen comic book series was repeated throughout the comics. It was a very simple element used for narrative and dramatic purposes. It was a design of a Happy face with a red drop. It distinguished it from regular happy faces or emoticons. Even when drawn under different perspectives, it was still recognizable by readers.

2-Colour is also an important element to both cartoon and graphic novel design. Particularly, what can be important is the lack of colours. Not all cartoons and graphic novels use colours. Those that are in black, white and greys, have to use stark contrasts, so that elements within the composition can be easily differentiated by readers. Colours such as blue, green, red can also be used to reveal the emotional state of a character. For example, if the foot of cartoon character is coloured blue, it may mean that it is frozen or cold. If the face of a character is painted red, it may mean that the character is angry. Icons colours can similarly convey visual information by relying on stark contrasts when using a limited palette of colours, like 2-4.

If you teach anything related to comics, what kind of exam questions do you ask students?


Last Updated: August 31, 2023 - 08:12

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