In the most recent lesson, we explored the usage of the Icons for the typical link-tree footers using Font Awesome and an <i> tag. After viewing the W3C Schools description for the <i> tags, it is defined for an alternate voice or mood.
Typically, italicizing words within a text document can be quickly achieved with a (ctrl+i), to indicate a change in emphasis of a particular word. However, for the purposes of the icons, we are acquiring a ‘phrase’ from another language, namely symbolic representation. Symbols.
From an interactive standpoint, this symbol-language interaction ought to be given more agency with possibly more meaning. The Logogram, a character that represents a semantic component, can encapsulate a particular aspect or concept beyond a translation. It visually states more than words. If we use this structure and each individual concept, we compound the uniqueness of the language. These multi-faceted compounds become more abstract and thus produce a set of ideograms that provide the foundation for the next step of abstraction.
<aside> Often I think about the possibilities of importing this language concept into the context of games. As a MMO toolbar button clicker I can attest to the fact whenever pressing a new button symbol with an unknown ideogram or logogram the associative result is paramount. Could we change a symbol stylistically to offer a new augmentation or selection. Spell Icons is a collection of the classic icons used. Do you offer players an additional choice? Can we instruct quick responses, precise timing, or effect-based reactions with symbolic ques? For a simple example, when you see an augmented version of an Icon with directional reference symbol, can you respond to its indicating direction. </aside>
For my initial Future Resume, I attempted to link the logos from the prior companies and schools by exploring their websites. What I found was an amalgamation of strategies to produce a scalable vector graphic asset approved by those organizations. What I these posts included were 1) set resizable img tags with interval graphic sizes, 2) resizable svg assets, 3) un-referenceable html. The takeaway is there isn’t a true standard when approaching iconography using html.