Monday 30 December 2013

Brief 2 - Cards: Who Are the Picture Cards?


Playing Card

Historical Personage

King of HeartsCharlemagne
Queen of HeartsJudith (of the Book of Judith,
an Apocryphal Book of the Bible)
Jack of Hearts"La Hire," a famous French warrior
a.k.a. Etienne de Vignoles
King of SpadesKing David
Queen of SpadesPallas, a.k.a. Minerva
Jack of SpadesHogier the Dane,
one of Charlemagne's paladins
King of DiamondsJulius Caesar
Queen of DiamondsRachel (of the Bible)
Jack of DiamondsHector of Troy
alternately, Roland of France
King of ClubsAlexander the Great
Queen of ClubsArgine
An anagram of Regina
Jack of ClubsLancelot
It is interesting to know the amount of history behind the cards and who they are supposed to represent. I've also found interesting nick names for the people on the cards by the way they are positioned and drawn. 

The Jack of Spades, Jack of Hearts, and King of Diamonds are drawn in profile, while the rest of the court are shown in full face; these cards are commonly called "one-eyed"

The King of Hearts is the only King with no mustache, and is also typically shown with a sword behind his head, making him appear to be stabbing himself. This leads to the nickname "suicide king"

The axe held by the King of Diamonds is behind his head with the blade facing toward him. He is traditionally armed with an axe while the other three kings are armed with swords, and thus the King of Diamonds is sometimes referred to as "the man with the axe"

The Jack of Diamonds is sometimes known as "laughing boy"

The Queen of Spades usually holds a scepter and is sometimes known as "the bedpost Queen", though more often she is called "Black Lady"

In many decks, the Queen of Clubs holds a flower. She is thus known as the "flower Queen"



Brief 2 - Research: 20 Words

1 - Clubs
2 - Spades
3 - Diamonds
4 - Hearts
5 - Red
6 - Black
7 - Hand size
8 - Tax
9 - Etteilla
10 - Tarot
11 - Knave
12 - Gambling
13 - Dealer
14 - Juker
15 - War
16 - Pastime
17 - Pack
18 - Shuffle
19 - Suits
20 - Bower

Sunday 29 December 2013

Brief 2 - Playing Cards: Bicycle Playing Cards


http://www.bicyclecards.com/about/bicycle-cards

Bicycle Playing Cards is a popular American brand of playing cards. Bicycle is a trademark of Cincinnati. The cards are popular amongst many, especially including magicians. Many different backs were produced including cards for people with poor vision which were called lo vision cards. They had larger numbers in light blue on them.

Feeding into the idea of them being cards for magicians the cards were used in WW II as a way of giving prisioned soliders a map. When seen normally they were playing cards however when placed in water they could be peeled apart so that both parts would contain a map on the inside. When all 52 cards were put together fit made a large map. These were given to prisioners of war so that if they did escape they would have a map to navigate from.

The company shipped of 1,000s of Ace of Spades cards for US soldiers in the Vietnam war because they belived that Viet Cong saw it as a symbol of death. He was rumoured to flee at the sight of an ace. Although this wasn't true the idea that it was helped US soldiers morale. The decks of cards were genuinely scattered across the jungle in the hope that Viet Cong would see them and flee.

The thing that really attracted me to Bicycle playing cards was the intricate detail and patterning on the back. I think the greys and light brown make a really nice change from the blue and red that is originally used. 
I especially like how they have incorporated the bicycles into the backing of the cards and fitted it in with the delicate style they have worked with. Bicycle seems like a very odd and not really relevant playing card name but yet they have managed to design a whole identity for it and make the name not even questionable.


even with the use of the common blue it still manages to look different from a normal back. They have still managed to fit bicycles into the top corners of each card. The front of the pack has gold detail which actually works really well in making it feel vintage and precious.

Brief 2 - Playing Cards: Waddingtons LTD

John Waddington from Leeds, England was the founder of Waddingtons card company, although he changed the companies name several times.

Waddingtons became a famous maker of playing cards mainly after there was such a high demand for playing cards around WWI. As a company they originally started of as a printing business but changed purpose with the new demands. They also produced famous board games and surprisingly they were were also one of the major producers, they created folded cartons, such as toothpaste, easter eggs and cigarettes.

His card designs really focused on the art and the design of the card rather than just showing the numbers. He wanted to find a creative a beautiful way of doing this. Here was one pack of cards where paintings of the British seaside were painted on the back of the cards and on the front the detailing of the card is spectacular.




A vintage set of cat playing cards from Waddingtons cards. Not all card backings had a repetitive blue or red pattern on the back but rather something which made it appropriate or appeal to a certain group of people.
Cards could be used (and still are but not as famously today) as a way of advertising. The cards above are shown as an advertising for Hovis bread. the packing and the backing of the cards keeps it central and almost ties the idea of bread into the cards - something people used to pastime, traditional and part of who they were. In the time when Waddington created these cards it was a great way to advertise because without the more technologically advanced ways in which we could advertise today, cards provided something that was held in the hands a lot and also looked at. This way the advertising would be seen but perhaps not always consciously.

 Waddington also looked into creating more fun and appealing boxes for the cards. The use of bright orange makes it look like a toy - something to play with but the seriousness of the black brings it back down to being sophisticated and not only for children but involving harder games in which adults can get involved.

Brief 2 - Card Games: Rules to More Games

OLD MAID

Rules:

If using a standard 52 card deck remove one queen leaving only 51 cards. Deal the cards clockwise. This is also the direction of play. Some players may end up with more cards than the rest. This is fine and does not affect play. Once all the cards are dealt the players all look at their cards to match and discard any pairs they have. A pair is two equal cards like two tens or two kings. Suit does not matter. Once the initial pairs are discarded the dealer begins by offering their cards spread face down to the player to their left. That player selects a card from the dealers hand without seeing it, and adds it to their own hand. If it makes a pair in their hand they discard the pair. The player who just took a card then offers their hand to the next player to the left, and so on. If you paired up and discarded all of your cards you are safe and are no longer in the game. Eventually all cards will be discarded with the exception of the one queen. The holder of this card loses.

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BLACKJACK / 21

Rules:

Someone must be the dealer for each hand in this game. Everyone else is a player. One person can be the dealer throughout play, or players can take turns. The dealer gives everyone, including himself, one card facedown. Then he gives everyone a second card face-up.

Each player looks at his facedown card and adds its value to that of his face-up card to determine the total value of the hand. The value of a card is equal to the number on the card. All face cards are worth ten. Aces can be worth either one or eleven, whichever value benefits the player.

Starting with the person to the left of the dealer, each player attempts to make the best possible hand by getting close to 21 points. A player with a point total far less than 21 may ask the dealer for another card by saying, "Hit." One card is then dealt to the player face-up. The player may continue to add cards until he thinks he has a good hand. If any added card sends the value of his hand higher than 21, the player has gone "bust" and he is no longer eligible to be a winner on that particular hand. If the player reaches a number that he is satisfied is close enough to 21, he says, "Stand," to instruct the dealer that he requires no more cards.

Every player who beats the dealer is a winner, regardless of what the other players have. After all the players have either busted or are satisfied with their hand, the dealer turns over his face-down card. The dealer must play by specific rules. 1) The dealer must hit if he has 16 or fewer points in his hand and 2) the dealer must stand once he reaches 17 or more points. If the dealer busts, all remaining players (who did not bust on their turns) are winners. If the dealer stands on a certain number like 18, all the players with better hands win, all the players with lower hands lose, and players with 18 tie or "knock."

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CHEAT

Rules:

All the cards are dealt out to the players. The object is to get rid of all your cards. Select at random who should go first and continue clockwise.

On the table is a discard pile, which starts empty. A turn consists of discarding one or more cards face down on the pile, and calling out their rank. The first player must discard a card of their choice it can be any number or any amount of that number. The next player will then have to discard cards either of the same number or one above or below.

Since the cards are discarded face down, you do not in fact have to play the rank you are calling. For example if it is your turn to discard Sevens, you may actually discard any card or mixture of cards; in particular, if you don't have any Sevens you will be forced to play some other card or cards.

Then the cards played by the challenged player are exposed and one of two things happens:

Any player who suspects that the card(s) discarded by a player do not match the rank called can challenge the play by calling "Cheat!"
if they are all of the rank that was called, the challenge is false, and the challenger must pick up the whole discard pile;
if any of the played cards is different from the called rank, the challenge is correct, and the person who played the cards must pick up the whole discard pile.

After the challenge is resolved, play continues in normal rotation: the player to the left of the one who was challenged plays and calls the next rank in sequence.

The first player to get rid of all their cards and survive any challenge resulting from their final play wins the game. If you play your last remaining card(s), but someone challenges you and the cards you played are not what you called, you pick up the pile and play continues.

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IRISH SNAP

Rules:
A game played with a basic pack of cards.

The game is derived from regular snap, but as each player places down a card they must say a number with it, the number said must start from Ace (1) and ascend to King (13) then start over so as to create a loop. If the card they place down matches that of the number they say everyone must place their hands down onto the formed pile of cards. The person who places their hand down last picks up all the cards and adds it to their hand.

To win the game you must run out of cards and successfully Snap (place your hand on the formed pile of cards) before any other player while you have no cards left. A player with no cards can also come last in Snapping a pile of cards though and gain cards as a result.

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PONTOON/ BLACKJACK/ 21/ TWIST

Rules:
Pontoon can be played by any number of players from two upwards, using a standard 52 card pack. The players also need a supply of money or chips for betting.

The cards have values: ace is worth 1 or 11 at the holder's choice, kings, queens, jacks and tens are worth ten, and the remaining cards are worth their pip value. Each player's basic aim is to form a hand whose total value is as near as possible to 21, without going above 21.

One player is designated as the banker. The banker has an advantage, so the first banker is chosen at random (whoever cuts the highest card). In each hand, each of the other players bets on having a better hand than the banker.
The best hand of all is a Pontoon, which is 21 points in two cards - this can only consist of ace plus a picture card or ten.
Next best after a Pontoon is a Five Card Trick, which is a hand of five cards totaling 21 or less.
A hand of three or four cards worth 21 points beats everything else except a Pontoon or Five Card Trick.
Hands with 20 or fewer points and fewer than five cards rank in order of their point value - the nearer to 21 the better.
Hands with more than 21 points are bust and are worthless.If the banker and a player have equal valued hands, then the banker wins.

Example: A-J (Pontoon) beats 7-3-4-2-2 (Five Card Trick) which beats 9-8-4 (21) which beats 9-A (20) which beats 9-6-A (16)
The Deal and Initial Stakes

The banker deals one card face down to each player, starting with the player to dealer's left, going round the table and ending with the dealer. All the players except the banker may look at their card.

Now starting again with the player to dealer's left and going around clockwise, the players other than the banker place their initial bets in front of them. A minimum and maximum for initial bets must be agreed before the start of the game, and each player may bet any amount within these limits, but must bet at least the minimum.

The dealer now deals a second card face down to each player, and all the players look at their two cards. If the banker has a Pontoon this is immediately exposed, and the banker collects double the amount staked from each of the players.
The Players' Turns

If the banker does not have a pontoon then, beginning with the player to dealer's left and continuing clockwise, the players each have a turn to try to improve their hand if they wish by acquiring extra cards. When it is your turn, you have the following possibilities:Declare a PontoonIf your two cards are an ace and a ten point card, you declare it by putting them on the table with the ten point card face down and the ace face up on top of it.Split your cardsIf your two cards are equal in rank, you may split them into two hands by putting them face up on the table and placing another bet equal to your initial bet. The banker immediately deals another card face down to each of your hands, and you then play the hands one at a time, as separate hands with separate stakes. If either of the new cards dealt is equal to the first two you may choose to split again, creating three or even (theoretically) four separate hands, each with its own stake. Note that you cannot split two ten point cards unless they are actually equal - two queens can be split but a queen and a jack cannot.Buy a cardIf the total value of your cards is less than 21, you may say "I'll buy one". You must increase your stake by adding an amount at least equal to and not more than twice your initial stake (so for example if you had bet 6 initially you could add to it any amount from 6 to 12, making a maximum of 18 in total). The dealer then deals you another card face down. If your total is still less than 21 you may buy a fourth card; this time you may add to your stake any amount between your initial stake and the amount you added previously. So if your initial bet was 6 and you bought a third card for 10, you may buy a fourth for any amount from 6 to 10. If your four cards still total less than 21 you may buy a fifth card in the same way.TwistIf the total value of your cards is less than 21 you may say "Twist me one". Your stake is unaffected, and the dealer deals you one card face up to add to your hand. If your total remains below 21 you may ask for a fourth card to be twisted and then a fifth, in the same way.StickIf the total value of your cards is at least 15 you may say "stick". You stay with the cards you have, your stake stays as it is and it is the next hand's turn to play.

If at any time buying or twisting a card causes the total value of your hand to be more than 21 you are bust; you must immediately throw in your hand face up, and the banker takes your stake and adds your cards to the bottom of the pack.

You can begin by buying one or more cards and continue by twisting, but once you have asked for a card to be twisted you can no longer buy cards - any further cards you want can only be twisted.

When your hand reaches five cards without going over 21 you have a Five Card Trick, and you are not allowed any more cards.

At any time when your total hand value is at least 15 and not more than 21 you can choose to stick, keeping your cards and stake as they are, and the turn passes to the next hand.

When you have split your hand, you play the two hands one after the other - once you have stuck or gone bust on the first hand you play the second one.
The Banker's Turn

When all the players except the banker have had their turns the banker's two cards are turned face up. The other players' cards will not be visible at this point, except where they have split, twisted, declared pontoons or gone bust.

The banker may add more cards to the initial two by dealing them face up one at a time. At any point, when satisfied with the hand the banker can stay - i.e. stop dealing and play with the cards as dealt. The possible outcomes are:The dealer goes bustIf a card is dealt that takes the dealer's hand over 21, the dealer loses and pays out an amount equal to their stake to all the players who have not gone bust, paying a double stake to any hand that was a Pontoon or Five Card Trick.The dealer stays on 21 or less, with four or fewer cardsThe dealer pays an amount equal to their stake to any player who has a higher value hand than the dealer, and collects from those who have equal or less. Pontoons and Five Card Tricks are paid double. For example a dealer who stays on 18 will say "paying 19". Everyone then exposes their cards and those who have 19 or more win, those with Pontoons and Five Card Tricks win double and the rest lose. A dealer who makes 21 will be paying Five Card Tricks and Pontoons only. Note that unless you have a Pontoon or a Five Card Trick, it makes no difference whether you have 2, 3 or 4 cards. 19 in two cards is exactly equal in value to 19 in four cards.The dealer makes a Five Card TrickThe dealer pays Pontoons only. Any player with a Pontoon receives double their stake from the dealer. Everyone else (including anyone who had a Five Card Trick) loses double their stake to the dealer.
The New Deal

If no one had a Pontoon, the dealer adds all the used cards to the bottom of the pack and without shuffling deals a new hand. This makes it possible to improve one's chances by remembering which cards are out of play. If there was a Pontoon, the cards are shuffled and cut before the next deal.

If a player other than the banker achieves a Pontoon without splitting their hand, and the banker did not have a Pontoon, then that player becomes the new banker from the next deal. If there are two or more such players, the one nearest to the dealer's left takes over the bank.

The bank can also change hands after any hand if the existing banker wishes to sell the bank to another player at a mutually agreed price.

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RING OF FIRE

Rules:
cards should be placed upside down in a circle around a central glass.

A- Waterfall – Everyone must keep drinking until the person who picked the card stops. So who knows how long you will be going for!
2- is You – You can choose someone to drink
3- is Me – You must drink
4- is Floor – Last one to touch the floor has to drink
5- is Guys - All guys have to drink
6- is Chicks – All girls have to drink
7- is Heaven – Point your finger in the sky, whoever is last must drink
8- is Mate – Choose someone to drink with you
9- Rhyme – Pick a word/sentance such a dog and the person next to you must rhyme with dog, like log, and it goes to the next person and the next, in a circle, until someone messes up and he or she will have to drink
10- Thumbmaster- Pick a category such a football and you go in a circle and everyone has to say a word that fits with football such as: touchdown, field goal, USC. Whoever messes up, drinks.
Jack- Make a Rule – You can make up any rule that everyone has to follow, such as you can only drink with your right hand. Everyone (including you) must follow this rule for the whole entire game and if you disobey you must drink.

Queen- Questionmaster – Until the next queen is drawn, the player that drew the queen can ask anyone questions but if that chosen person answers they have to drink. 

King- Pour!- You must pour a little of your drink into the cup that is in the middle of the table. Whomever picks up the LAST king must drink the whole cup.

Brief 2 - Cards Games: Go Fish

Rules:
Deal 5 cards face down to each player. If playing with only 2 players deal 7 cards to each. Place the remaining cards in a stack face down between the players.

The player to the left of the dealer starts by asking another player for a specific card. For example, they would ask another player "Do you have a seven?". The player asking must already hold at least one card of the requested rank, in this case the seven. If the player who was asked has cards of the requested rank they must give all of them to the person who asked for them. That player then gets another turn. They may now ask any player for any rank card as long as they hold at least one card of that rank. If the person asked does not have any of the cards asked for, they will say "Go Fish!". The person who asked then draws a card from the top of the deck. If the card is of the rank asked for they show it to the other players and receive another turn. If it is not a card of the requested rank they keep the card and it is now the turn of the person who said "Go Fish!".

Once a player collects a set of all four cards of the same rank, they place them face down on the table. The game continues until a player is out of cards or the stock deck is gone. The player with the most sets is the winner.

Brief 2 - Cards Games: Chase The Ace

Chase The Ace

Rules:

Each player looks at their card and determines whether or not they want to keep it.

The player to the left of the dealer starts by saying "stand" if they want to keep the card or "change" if they want to get rid of it.

If the player decides to change the card they slide it face down to the player to their left. That player must then exchange cards with the player wanting to change unless they have a king. If they have a king they lay the king down face up and show the rest of the players as proof. Having the king makes them immune for that round.

If this happens the player must then move onto the next player to the left and exchange cards with them.

The big gamble comes in when changing a card. Unless you are wanting to change an ace you always run the risk of changing for a lower card.

After the exchange has taken place the player who was forced to trade looks a their card. They then decide if they want to stand or change with the player to their left.

Play continues as such until it reaches back to the dealer. If the dealer wants to exchange cards they place theirs at the bottom of the deck and draw the top card.

Once play has made it back to the dealer all players lay their card down face up for all to see. The player with the lowest card places one of their counters into the pot. If more than one player has the lowest card, each player with the low card must place a counter into the pot. The cards are collected and added to the bottom of the deck and the dealer deals each player a new card.

Once a player loses all their counters they are out of the game.

The player in the end with a remaining counter is the winner.

Brief 2 - Research: Card Games Book

I managed to get hold of this popular card games book which was published in 1933!! The photos below show a few of the games and the style of the book. I have found this really useful because not only has it given me rules to games but it is also an insight into the past and it shows what games used to be popular and also what games used to be called. For example I typed in a name from the book and it came up with all the newer versions. 'Slippery Sam' turned into Red Dog.









Friday 13 December 2013

Brief 2: Cards - Interim Crit

For the interim crit I showed the mind map and initial historic research I had compiled. The feedback I received was useful and gave me some interesting aspects to consider:

"You could look at comparisons between old card games and modern ones. How have the designs changed? and why?

What other interests do you have that could be incorporated into a card game"

"Would be interesting to research further into the origins of cards and games. How have card games developed?"

"Would be good to look into Gambling/Personalities. Look at the world series of poker (WSOP), The one drop, EPT. Different types of poker.. Hold'em, Stud.. etc"

"Make your own card games to relate to own interests. Anice history behind cards - old games, popular games, cartoons, collector - a lot of content to research"

"Seems Interesting perhaps you could eventually create your own cards and games"

"This is really interesting: the research could become a booklet/guide about card games which people never know about. No one really knows many card games anymore (we usually look at our phones if we need to know) because we play video games etc.."

"You have chosen an interesting subject. Is there a more interesting and fun way to do your research than looking at the history? - collect cards, make them, family cards ... "

Overall the feedback is useful. I believe that knowing the history of the cards will help with my 100 collection of information and images because I will be more knowledgable.

Tuesday 10 December 2013

Edible Type: Recipe

I've been recommended two recipes to look at. I will show both, although one is for gingerbread men and the other for a house. However I don't think this matters overly because the house template we will have to design anyway. After reading the recipes it looks like it is going to take a while between each section as some things need to be left over night. This shouldn't be too much of a problem if we make it on Wednesdays and then do the decorations on Thursday in time for Fridays hand in.

Ingredients

Melted butter, to grease
125g butter, at room temperature
100g (1/2 cup, firmly packed) brown sugar – soft brown sugar is a good one
125ml (1/2 cup) golden syrup
1 egg, separated
375g (2 1/2 cups) plain flour
1 tbs ground ginger
1 tsp mixed spice
1 tsp bicarbonate of soda
Plain flour, to dust

For icing
150g (1 cup) pure icing sugar, sifted
8-10 drops red liquid food colouring
8-10 drops green liquid food colouring



Step 1

Preheat oven to 180°C. Brush 2 baking trays with melted butter to lightly grease.
Step 2

Use an electric beater to beat the butter and sugar in a bowl until pale and creamy. Add the golden syrup and egg yolk and beat until combined. Stir in the flour, ginger, mixed spice and bicarbonate of soda. Turn onto a lightly floured surface and knead until smooth. Press dough into a disc. Cover with plastic wrap and place in the fridge for 30 minutes to rest.
Step 3

Meanwhile, place egg white in a clean, dry bowl. Use an electric beater to beat until soft peaks form. Gradually add icing sugar and beat until stiff peaks form. Divide icing among 3 bowls. Cover 1 bowl with plastic wrap and place in the fridge. Add red colouring to 1 bowl and stir until combined. Add green colouring to remaining bowl and stir until combined. Cover with plastic wrap and place in the fridge.
Step 4

Place the dough between 2 sheets of baking paper and roll out until about 4mm thick. Use a 9cm gingerbread man cutter to cut out shapes. Place on trays about 3cm apart. Repeat with any excess dough.
Step 5

Bake in oven for 10 minutes or until brown. Remove from oven. Transfer to a rack to cool.
Step 6

Place prepared icings in small plastic bags. Cut a small hole in a corner of each bag. Pipe icing over gingerbread men to decorate.



Second Recipe:

675g plain flour (plus extra for dusting)
1½ tsp bicarbonate of soda
2 tbsp ground ginger
1 tbsp ground cinnamon
1 tsp ground all spice
175g unsalted butter
225g soft light brown sugar
1 large, free range egg
6 tbsp golden syrup

For the royal icing
1 large, free range egg white
250g icing sugar, sifted
2 tsp freshly squeezed lemon juice

To decorate
Sweets, sprinkles and anything else you fancy

Method

First, get cracking on your gingerbread. Sieve the flour, bicarbonate of soda and spices into a large bowl, then rub the butter into the dry ingredients until you have a texture resembling fine breadcrumbs. Add the sugar and mix well.


Warm a bowl (stick in the microwave or run it under the hot tap for a bit) and mix the syrup and the egg together in the warm bowl - much easier to do it this way, believe me. Bung the wet mixture onto the dry and mix it all up to form a soft, smooth dough. I do this in my freestanding mixer with a dough hook, but you can do it by hand just as well.


Wrap the dough in cling film and chill it for at least 1 hour (2 would be better – overnight better still).


You could crack on with the royal icing at this juncture. Get a very large mixing bowl (freestanding mixer with paddle attachment even better) tip in the icing sugar, egg white and lemon juice and beat for at least five minutes. You may need to add a little cold water, if the mix is too dry and crumbly, but add the water very slowly. Conversely if the mixture is too loose, add more icing sugar. After about 5 minutes of beating you should have a thick, very white meringue type mixture that holds its peak. Store in an airtight container in the fridge until needed.


Cut out templates for your house. I do two sides walls which are 16cm by 13cm, two gable end walls which are 16cm by 13cm rising to a point in the centre of 23cm, and finally two roof pieces which are 20.5cm by 15.5cm.


Roll the chilled dough out on a floured surface to a thickness of about 5mm and cut round the templates. Lay the pieces onto baking sheets, lined with silicone paper and the put back into the fridge for another hour. I actually put mine in the freezer and bake them from frozen, but really chilled is fine. This stops the pieces from spreading during cooking. Cut out any cookie shapes with the spare dough at this stage too (or freeze the rest of the dough for another day).


Preheat the oven to 180°C/gas mark 4 and bake the gingerbread for 8-10 minutes or until golden brown. As soon as they are out of the oven, get those templates on top of the hot pieces pronto and cut round the outline to give yourself really sharp edges. You need to do this before the gingerbread cools down and crisps up. Get moving! When they have firmed up, cool completely on wire racks.


It is at this stage in the proceedings that I veer away from the norm as far as decorating gingerbread houses go – I like to pipe my decorations on the house before it is assembled. If you are just going for the stick-masses-of-sweets-on approach, then do this after you have built the house.


Put some of the royal icing into a piping bag and pipe windows, roof tiles, doors or whatever your heart desires all over the outside of the house. Then (this is important, listen up) leave them to dry overnight.


The next day, you can handle your flat pack house without smudging all your piping. Pipe a good thick line of royal icing down the edges of the back of the house and stick on the two sides. You may need an extra pair of hands here, or do what I do and have a complicated mechanism of propping the walls against kitchen utensils, jars, cans etc. Then add the front wall and finally the roof panels. Royal icing is your cement and may be used liberally. It is snow, after all.

Edible Type: Initial Ideas

For my edible type project I want to create a 3D free standing gingerbread house letter. So that the letter is in the style of a house but in the shape of a letter. The current letter I think is best to create would be an 'L' because it has a sturdy base and isn't too complicated. If it was any more complicated then the weight might make it collapse or any curves that you'd find on a 'S' for example wouldn't be possible.

I've began to look at houses to get ideas but perhaps I'm being to extravagant. Nevertheless the photos have helped me to choose aspects I like.

The windows on this house are just amazing how they are indented.  The trees and christmas decorations are a great touch as well. 

I love the icicles hanging off the well tiled roof here.


This seems to be a very simplistic design but one that works really well. The windows and doors are just cut out so that would be less hassle and the who thing is not over crammed with sweets like a lot of the others are.

Edible Type: Brief


You are required to produce a piece of EDIBLE TYPE that resembles an existing letterform or glyph.

Background/Considerations

The piece of EDIBLE TYPE can be created from a bought food substances then crafted into a typographical form or lovingly made by your own fair hands.

You can work independently or as part of a team, maximum team size is three individuals.
Each piece of EDIBLE TYPE should be supported by a broad range of visual investigation in the form of design sheets and notebooks.
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Mandatory Requirements
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All EDIBLE TYPE must be manufactured/adapted in a sanitary environment.

Inside Characteristics.......... 5 points Outside Characteristic.......... 5 points

Deliverables


Completed registration card that will list the individual(s) who produced the EDIBLE TYPE and the typographic form it represents.
The EDIBLE TYPE. 


Brief 2 - Research: Written Brief For Friday


What is my chosen word?
My chosen word is cards.

What am I researching?
I am going to research into playing cards.

Why am I researching it?
I have chosen this area of cards because I love playing card games and have an interest in learning about them.

What will I research?
- History of Playing Cards
- Different types of games
- Where the games came from
- Why cards were invented
- How they were invented
- Colour and Artwork of cards
- Theories behind cards

How do I plan to research it?
- Documentaries
- Books from the library
- Primary Research - Questions, Interviews etc...
- First hand playing cards



Edible Type: Net Plan




Here is a rough net plan for the letter 'L' although I know it would not fold like a net box it is useful to know how many cutouts we will need. The flat plan has been number corresponded with a 3D drawing to get an idea of how it would fold and what goes where.

I am still unsure on what size to create the piece but will probably try and make it on the smaller side because of material costing. Before I create the house I will cut out a paper stencil for each section to check it fits together and then place the stencil over the ginger bread to cut it out.

Monday 9 December 2013

Context of Practice: Creative Advertising


Is advertising prostitution ?
Often considered as a tool used by capitalism to change established values within society. Advertising is seen as the fuel to capitalism and therefore worse than capitalism.
Advertising is good at showing you things from a different perspective. A creative piece of advertiing for Vivianne Westwood showing sex showed women being fun.
It is also considered influential in changing our perception and what we may need and want. Advertising takes the human feeling and modifies it to fit the capitalist system. Plays with self worth, the idea that we long to fit in and be like everyone else – we need this new product to be like them. Advertising can be subtle and make us feel or act in certain ways.
No short term effect specific to the product. For example we are not being pushed into a shop. Instead it modifies us over a long period of time.
Barbara Kruger takes the famous quote from Descartes ‘I think therefore I am’  and changes it to ‘I shop therefore I am’. This  sums up how well advertising works. We are only what we are because of the stuff we buy.
Advertising is often used to explore sexism, treating people as cultural stereo types of their sex.
Does sex actually sell?
Sex can create an attitude and a personality for a brand.  A great example of this is Top Ford perfume for men where they explicitly used women's body parts to advertise the perfume.
If everything we’ve seen so far has been negative, or perceived as negative. What’s good about advertising?
1.     It drives global economies
2.     Drives creativity
-       1st wave of creatives were revolutionaries who were creating a etopia.
-       2nd wave created persuasive adverts
3.     Very Powerful form of art
4.     Advertising shapes popular culture
5.     It is endlessly entertaining
-       the guardian video – 3 little pigs
6.     It can enlighten and inspire
7.     It reflects values, hopes and dreams
8.     Challenges you to do something  - challenge yourself with nike
9.     Questions social norms and attitudes
10. Raises social awareness

Brief 2 - Research: A History of Cards


There are different arguments to where cards originated. Some argue the were invented in Persia where they spread to China, India and Egypt. It is thought that European cards came from cards in Egypt in the 14th century. Trade was the main way playing cards arrived in Europe. The playing cards have very similar features. Like todays cards they had 4 symbols on them; swords, polo sticks, cups/goblets and coins. These four signs almost represent the four ways of life and past interests in aristocracy. These four signs are still used in Spain and Italy.

Travelling Armies were one of the main ways the cards moved from France to England mainly because they were a lot easier to carry than a chess board. They could be easily made and weren't heavy to carry.

The early days of colonisation meant the design of the packs were changed. As they reached different countries then they changed. They were keen to show their country off through the cards. This explains why in England the Jack Queen and King have been used to show the patriarchy and royals. In Italy and Spain the designs were kept like the originals and added to, focusing on swords and goblets. Where as in Germany they were more keen to show off their country side using Acorns and Leaves.

In France they began to redesign cards by only using two colours. This allowed them to make cards which were easier to read and meant they could be printed on better quality. This worked phenomenally well and since the 15th century not much has changed.

Originally Queens were not used in the pack of cards - this reflects how it was a male dominated courts and  society. In the past it used to be two marshals and the king. Italian, Spanish and German cards still have variations of this design where they don't use a queen.

Playing cards were originally only used by the upper classes as they were hand painted and expensive but when cheaper printing methods came in cards became more widely accessible. This also meant that gambling became a more common occurrence. The church didn't agree with the cards and in some cases banned them. It was seen as an evil influence as it encouraged dishonesty and drinking. The lower classes would loose their money over cards.

In the 12th century in England, playing cards were supposedly banned apart from the 12 days of christmas. The tax was placed on packs of cards was introduced in the 16th century so that they could make money off of peoples addiction, at this time an average pack of cards cost around £25 in todays money.

Playing cards used to be the cheapest type of paper people could use. When mothers  gave birth to a baby that they could not afford or look after them they used to leave their child outside an orphanage with a playing card. The playing card would have information about the child and act like an ID. It would provide their name and a loving note from the mother to be given to the child. Interestingly if the card was ripped in half then that meant one day the mother would come back for the child. If the two halves matched then the woman would have her child back.

An Example of Tarot Cards

There are different theories to why the pack is the way it is. One is that the 4 colours/suits represent the 4 seasons, the 52 cards represent the 52 weeks in a year and the 13 cards in each suit represent the lunar months.


The Tarot pack of cards is thought to have been brought to Europe from the Gypsies.
The gypsies derives from the word Egypt and were seen as the wondering tribe of Egypt. It came to Europe after normal playing cards and each card could see Egyptian detailing and art work. These cards were seen as triumphs and there was 21 of them. They were added to a pack of 56 cards. This allowed for more complicated games and that was their original purpose.  The man hanging upside down by his foot was a symbol of a traitor to the state and the death card both seem to have deep meaning for just a fun game. This does suggest that there is more behind the purpose of these cards.


In the 18th century tarot cards were given a different meaning. Etteilla thought of himself as the first and most influential fortune teller. His 21 cards had multiple meanings depending on where they were placed and in what order they were placed. For example the devil card could mean extraordinary power or strength but upside down it showed weakness. His tarot deck is still in use today.  The Crowley was a later design which took over 5 years to paint and design. They have a chilling design to them.