The Principles and Processes of Interactive Design PDF
The Principles and Processes of Interactive Design PDF
Processes of
Interactive Design
Jamie Steane
Fairchild Books
An imprint of Bloomsbury Publishing Plc
50 Bedford Square
London
WC1B 3DP
UK
1385 Broadway
New York
NY 10018
USA
www.bloomsbury.com
0
1
2
3
4
5
6
7
8
Introduction
8
10
12
14
16
20
22
32
Design development
34
38
42
44
Conceptual thinking
Organizing information
Site maps and task ows
Navigation systems
66
68
70
72
26
30
46
50
56
58
Industry perspective
Workshop I: Connected life
60
64
74
76
80
82
84
88
90
Digital typography
92
94
98
100
Fundamentals
Classication and selection
Legibility and readability
Using type on television
116
118
122
126
128
144
146
148
150
152
176
178
182
184
186
198
200
201
203
Industry perspective:
Eilidh Dickson & Helle Rohde Andersen,
CIID Consulting
Workshop II: The Cube
A short history
Principles of composition
What are grids?
Screen size and layout
102
104
106
108
130
132
110
114
136
138
142
Industry perspective:
Mathias Jespersen, e-Types
Workshop IV: Semi precious
Interactive formats
Web publishing
An enhanced web experience
Online advertising and banner formats
Mobile and tablet
154
160
162
164
Games
Dual screens
TV graphics components
Interactive television
192
196
Industry perspective:
William Lidstone, Razorsh
Workshop VII: Perfect pitch
204
207
208
Index
Picture credits
Acknowledgements and credits
Conclusion
Glossary
Bibliography
Useful resources
166
170
174
Introduction
For many of us living in the information age, the digital revolution
has had a signicant impact on how we live, work and play. In the
world of design, its impact has transformed design practices and
created new opportunities; it has revolutionized traditional analogue
processes, such as printing and model-making; and has created new
design disciplines, including web design and computer animation.
It has also provided new challenges and problems for design to solve:
for example, how do we design a smartphone interface or harness the
power of social media to promote a brand?
The Principles & Processes of Interactive Design is aimed at new designers from
across the design and media disciplines, who want to learn the fundamentals
of designing for interactive media. This book is intended both as a primer and
companion guide on how to research, plan and design for increasingly prevalent
interactive projects.
10
11
12
The relentless pace of technological change does, however, mean that digital
media projects are often complex, because how audiences or end users will
respond to new developments cannot be easily anticipated without solid
research and development.
This is particularly the case for interactive projects, such as building a
website or designing an app, where user experience (UX) is more likely to be
active rather than passive. Unlike reading a magazine or watching a DVD, where
a certain type of consumer use and responsive behaviour may be assumed,
navigating a new website can be similar to handling an unfamiliar appliance
for users. Building a new website therefore requires careful research and user
testing as part of an iterative design process in order to ensure that users can
access its content and use its functions in the most eective and rewarding way.
In this chapter, we will explore a range of research techniques and strategies
that may prove vital when performing design research for an interactive project.
First, we will look at the need to interrogate the brief as a starting point for
eective research before going on to explore the importance of market research,
audience research and visual research.
1
1.11.6 | Brand and user
experience workshop
These photos taken during a brand
workshop with Plump Digitals client,
Ardent Financial Planning, show a range
of research techniques that help both
designers and clients to evaluate current
brand position and user experiences prior
to starting new design work.
Top row: A warm-up exercise identifying
car brand values helps to sharpen clients
analytical skills before they then learn to
apply them to their own brand.
Middle row: Competitors visual
identities, marketing material and
websites are analysed to help evaluate
their relative strengths and weaknesses.
Bottom row: A brand matrix is a visual way
to compare brands using selected criteria.
The drawing of customer journey maps
helps designers and clients understand
how users interact with brand and service
touchpoints over time.
User research
Visual research
Brand matrix
Blogs
Competitor analysis
Co-design
Context review
Contextual interviews
Colour prediction
Cool hunting
Customer journeys
Culture hunt
Cultural probes
Desktop moodboards
Segmentation research
Expectation maps
Desktop walk-through
Focus groups
Empathy tools
Web analytics
Personas
Filming
Scenarios
Graphic facilitation
Interviews
Moodboards
Mobile ethnography
Service safari
Photo ethnography
Shared inspiration
Relationship mapping
Sketchbooks
Shadowing
Storyboards
User stories
Visual anthropology
The table shows a number of research methods available to the designer: those highlighted in bold are explained in this chapter.
13
14
15
Market research
16
Context review
A context or literature review is a comprehensive study of
corporate literature, articles, papers, reports and books
on your client, their industry and their competitors. The
point of a review is to familiarize yourself with your clients
history and market position. It also provides a safeguard
against presenting ideas that have been tried before.
For design students who are unfamiliar with performing
this kind of review, a visit to see the college or university
librarian is a good place to start. They will help you to
become familiar with the tools and resources that are
available to help you carry out a context review.
17
Brand matrix
A brand matrix is an important visualization method that
informs market research. Brand matrices essentially allow
designers and their clients to visualize a brands values
relative to its competition.
Two important criteria are chosen for the axes of a
matrix and are labelled with appropriate scales. The brand
and its competition are then plotted against these criteria
in order to visualize their relative value. Distinctiveness is
the ideal marketing quality for a brand: those brands that
are closely clustered in the same area of the matrix will be
less distinct and will invariably face the most competition.
Use brand matrices to plot important criteria for your
own digital project. For example, you could use them to
compare the form versus the function of websites, or the
cost versus the features of video games.
1.15 | Visualizing
a brand matrix
This brand matrix by
Plump Digital was
produced during a client
workshop. By asking a
client to assess their
relative position to
their competitors, using
key criteria for their
customers, their brand
value and position can
be visualized. They can
be highly subjective
without real data, but
they are extremely useful
for discussing brand
positioning.
18
Competitor analysis
When designing an identity for a TV channel, creating
a new app game or redeveloping a website, knowing
your competition is very important. If you have already
performed a context review, you will have discovered who
your clients competitors are, so now it is time for a little
more in-depth analysis.
Select four to six competing products or services and
choose some selection criteria by which to judge them.
For example, if you were planning on designing a new
iPhone app, you might choose look and feel, ease of use,
content and functions, and value for money. Score the
products in a table, take screengrabs of their key features
and write down their individual strengths and weaknesses.
This evaluation provides useful analysis that you can
keep for reference or use in a research presentation. More
importantly, you can now cherry-pick the best features
to include in your design and use the selection criteria to
evaluate your own design.
Web analytics
Web analytics is statistical information about user visits
to websites. For designers working online, they provide
an incredibly useful source of information in helping
us to understand web trac patterns and the overall
eectiveness of a website.
Web analytics can tell us a range of information about
site visitors, including: the number of unique and returning
visitors; the average number of pages viewed; the average
length of time spent on a site; the users location; the ow
of pages viewed (also known as clickstreams); and the
percentage of visitors who viewed the site from a mobile
device. This statistical information or web metrics is
important in helping to judge the eectiveness of any
changes to the website or increase in trac resulting from
promotional campaigns.
This level of information commonly relies on page tagging,
whereby a small piece of code (usually a JavaScript) is inserted
into every website page. Most web-hosting companies provide
some form of web analytics tool when you acquire space, but
the most popular free tool is Google Analytics.
19
User research
20
Focus groups
In contrast to questionnaires, focus groups allow a
researcher to gather qualitative information about a product,
service or idea. A limited number of participants, usually
between six and twelve, are selected from a target audience
or consumer group, and their preferences, attitudes and
opinions are then gathered through moderated discussions.
The key benet of a focus group over individual interviews
is this element of group discussion, which can lead both to
a better understanding of the focus groups perceptions and
attitudes, and usefully enables problems to be identied
and investigated in more detail. Care needs to be taken so
that leading questions are avoided and the views of strong
characters within the focus group do not unduly inuence
other participants.
Personas
Personas are ctional characters that represent dierent
kinds of users within a products or services target
audience. They are widely used in web and product design
to help clients and designers visualize their audience when
making decisions about design features, user experience
and content.
To create personas of your own, write down a list of
character names, along with some personal details, skills,
aspirations and goals to accompany them. Portraits can
also be drawn or chosen from photo libraries to help
visualize them. The number of personas created should be
representative of the target audience, although one typical
user may become the primary focus for your design.
1.20 | CX brand
development workshops
These images illustrate
Moving Brands design
research and development
processes for client Cloud
Experience, who provide
a cloud storage service.
21
Scenarios
Scenarios are hypothetical stories about the use of a
product or service, which are created in the initial research
stage to inform your design. A scenario is usually a specic
task given to one or all of your personas, which details
every step of their experience, providing valuable insights
into the requirements of your design. As a shortcut,
personas and scenarios are often integrated by creating
a series of personas, each with a given scenario.
Not all scenarios will have positive outcomes for your
personas, as what one character might nd easy and
satisfying is likely to prove dicult and o-putting for
another. For example, a website with a clean minimal
interface employing a subtle use of typography may appeal
to one technically savvy user, but to an IT novice with
visual impairments it may appear obscure and dicult
to read. Both positive and negative experiences tell us a
lot about the content and functions that we will need to
include, as well as what should be avoided.
Scenarios and competitor analysis are often used
together to give insight into user experience as they
generate lists of important content and functions that
can then be collated to form the basis of a design. A
similar alternative tool is user stories a quick method
that simply states the who, what and why of a potential
requirement in one or two sentences.
Cultural probes
Cultural probes are information-gathering kits that allow
participants to self-document a design issue that is being
explored. The aim of the probe is to collect a plentiful
supply of qualitative information that will inform and
inspire your design. Cultural probes last a set period
of time, during which participants may receive further
guidance via text or email. The cultural probe can be as
simple as a paper diary and pen or as sophisticated as a
smartphone, which enables participants to take photos,
record videos and write diary entries as part of a blog.
Visual research
22
Culture hunt
In contrast to cultural probes, designers gather research
rst-hand by visiting selected locations for a set period of
time on designated culture hunts. The aim of a culture hunt
is for designers to immerse themselves in places of study in
order to gain insights into the design problem and so gain
inspiration for a likely solution. Information can be gathered
by using the same techniques as for cultural probes that is,
diaries, notebooks, cameras and sound recording equipment,
as well as by undertaking impromptu interviews.
Culture hunts are often used in the physical world as a
means of gaining direct experience of services and situations
that need a new or improved design solution. However, it is
possible to immerse yourself in a purely digital cultural hunt
too. Imagine, for example, shopping for a new online bank
account, trawling through discussion forums and comparison
sites for advice, before assessing the online application
processes for a range of dierent banks.
23
1.281.34 | Sketchbooks
These images illustrate elements of
Robs development process including
moodboards, sketchbooks and annotated
wireframe printouts.
24
Shared inspiration
Inspiration is everywhere in this 24/7, always-online world.
There is so much to see and learn at the mere press of a
search button that the possibility of missing an example
of creative greatness can sometimes feel overwhelming.
Fortunately, it is much easier than ever before to keep track of
and share sources of inspiration, thanks to an array of simple
bookmarking and portfolio sites. Choosing the right resources
and tools for this is a matter of personal choice but the table
here provides a selection of bookmarking and portfolio sites
for you to get started with!
Design inspiration
Design portfolios
delicious.com
artofthetitle.com
behance.net
digg.com
awwwards.com
carbonmade.com
facebook.com
designarchives.aiga.org
cargocollective.com
pinterest.com
dribbble.com
contact-creative.com
reddit.com
motionographer.com
deviantart.com
stumbleupon.com
smashingmagazine.com
sohosoho.tv
twitter.com
thefwa.com
topinteractiveagencies.com
25
Moodboard desktops
Traditional moodboards collaged with images cut from
magazines, printed photos and colour swatches from the
local hardware store have become somewhat anachronistic
in the modern open-plan design studio. Moodboards are
still very useful, but their form is changing as it is now
much easier to simply curate them online using sites
such as Pintrest, or to create moodboards using desktop
software packages, which can be easily changed and stored,
shared and even polished for client presentations.
Start to collect and digitize inspirational images and
to reference material that you come across in books,
magazines, online and so on. Organize your images into
themed folders on your computer, such as by colour, image,
typography and layout, or by more specialist categories
such as audiences, brand language, navigation elements,
art direction and so on.
Industry perspective:
Eilidh Dickson & Helle Rohde Andersen,
CIID Consulting
26
Client
Novo Nordisk
Brief
To investigate the lives of Type 2 diabetes patients in the
USA, with a view to discovering unaddressed user needs
and new opportunities for innovation.
Agency
CIID Consulting (Copenhagen Institute of Interaction
Design), Copenhagen, Denmark
Solution
Designers and researchers from CIID undertook in-depth
eld research through an approach they termed Immersive
Living, which discovered a number of key ndings that were
presented through the design of an interactive iPad app.
27
Industry perspective:
Eilidh Dickson & Helle Rohde Andersen,
CIID Consulting
28
29
30
Workshop I:
Connected life
The following workshop is intended to help you apply
some of the research methods that you have been reading
about in this chapter. Working through the steps in the
workshop can take you as long as you like; the minimum
time it should take is in the region of three to four hours,
but spending a whole day on them would be better. If you
do not have that amount of time to spare, read through
the brief, watch the inspirational videos and then take
20 minutes to imagine how you would complete each step.
Background
Today, we live in an increasingly complex and connected
world. Technology has been a major driver behind this rapid
process of change but could it possibly simplify things too?
Now that we can watch television on our phones,
download movies to our laptops and listen to podcasts
on TVs, organizing our social media and personal
communication is becoming an ever-more complex and
time-consuming job. On the ipside, as we become more
media savvy, advertisers are working harder than ever
before to create meaningful dialogues with consumers in
order to sell their products and services.
Brief
Your workshop challenge is to undertake design research
for a new interactive product or service that will make life
simpler for two important target audiences organized
parents and the young tech elite. These two audiences both
have the disposable income to be able to aord to pay for
a product or service that would eectively organize, make
more ecient and thereby enhance their work/life balances.
Your design research will use the competition analysis,
personas and scenarios outlined earlier in this chapter
to provide a list of user-experience requirements for this
potential new service.
31
Step 1 Inspiration
Watch the following videos on YouTube to see two possible
visions of the future. Search for the following terms on
YouTubes homepage: Ericssons The Social Web of Things;
and Microsofts Future Vision videos and Our LifeStyle.
Step 2 Competition analysis
Find six products or services that you feel can help to make
technology simpler. These could include a range of services,
from email clients and social media organizers, through to
interactive television and online entertainment media, such
as iTunes, Netix or Spotify.
Choose a selection of criteria to judge these by: for
example, look and feel, ease of use, content and functions,
and value for money.
Score the products in a table, take screengrabs of key
functions and write down their individual strengths and
weaknesses. Make a list of potential content and functions
for your service.
Step 3 Personas
Think about the two target audiences. Using your
imagination, write three short personas for each of these
audiences. Give each character a name, decide how old
they are, whether they are in a relationship or have a
family, what they do for a living and how they spend their
leisure time.
You should draw a portrait or nd a photo that would
represent them too.
Step 4 Scenarios
For each of your personas, imagine a positive or negative
scenario in which each group might use a new interactive
product or service. Keep the scenario to a single task and
visualize each step that they would take in completing or
not completing it. Write them down.
The task should reveal another list of potential content
and functions for your service.
Step 5 Integrate
Add together the two lists of content and functions from
Step 2 and Step 4. Remove any duplication.
Sort the list into categories and sub-categories that
make sense to you: for example, home, work, music, lm,
personal, social and so on.
32
Design development
The information age is encouraging designers to nd creative
solutions that communicate, publish or utilize higher levels of data or
information than ever before. This can be seen in precision-targeted
online advertising, as well as in our ability to self-publish blogs and
games that utilize user-created environments. Technology is moving
so quickly that both traditional and new media are converging on
our televisions, computers and phones; leading to a potentially
bewildering situation for designers, who must ultimately understand
how to translate client and user needs into interactive products or
services. This requires imaginative ideas wedded to an analytical and
structured approach, which should emerge in the crucial early design
phases of an interactive project before visual design can begin.
More complexity in the media landscape has naturally led to increased
specialization amongst designers, with new roles and job titles being created,
such as information architect, interaction designer, user experience designer
and user interface designer, amongst others. For creatives working in large
agencies, these titles may be fairly commonplace, but for smaller studios and
small projects, these roles may become rolled into one.
This chapter will begin with some conceptual thinking exercises before
focusing on how information is gathered, processed and turned into a logical
structure prior to navigation elements being added. Only at this stage can
prototypes or wireframes be created and tested. In addition, as animation and
video are becoming gradually more prevalent in interactive design, the roles of
storyboards and animatics will also be discussed. Finally, building prototypes
would have limited value if designers and their clients were the only people to
see them, so the critical development process of feedback and user testing will
also be explained.
2.012.05 | myFry
myFry is an innovative eBook version
of Stephen Frys biography The Fry
Chronicles, designed by Stefanie Posavec
and developed by Dare. It uses an original
visual index using key themes as tags
within the text. These tags are divided
into four important groupings: people,
subjects, emotions and Fryisms.
33
Conceptual thinking
34
Mind maps
Brain storms
Laddering
Idea association
Random word
Making connections
Service prototyping
Visualization
2.06 | A gradual
brainstorm
A Post-it note army by
designer and illustrator
Zara Gonzalez Hoang.
Brainstorms are usually
fast-paced group
activities with lots of
written thoughts but this
collection of Post-it notes
serves to remind us that
they can be slower-paced,
detailed and drawn
activities too
Brainstorming
Brainstorming is a creative exercise whereby new ideas
are generated through spontaneous, intense and timelimited discussion. For group brainstorming sessions, a
note-taker is normally appointed to write down new ideas
and important notes on a ip chart or whiteboard. While
the brainstorms theme should be focused or broken down
into a series of smaller topics, discussion should always be
allowed to roam freely and develop naturally within given
time constraints. The note-taker should be encouraged
to write down all the ideas explored, no matter how
inconsequential or abstract they might at rst seem.
It is important to leave time at the end of the session
to reect on and evaluate the ideas generated. Rank their
importance and organize them into related themes or topics
where appropriate. Ask someone to type them up and
distribute them for reection. You may feel that youre in a
position to give other individuals further tasks to complete
based on the ideas generated.
35
Mind maps
Mind maps are a graphical method of visualizing connections
between words and ideas. They help designers to generate,
visualize, order and classify ideas and information.
To create a mind map, write down the main topic in the
centre of a sheet of paper. You may use words, symbols or
images to help visualize connections that will radiate out
from the centre. Use lines to show connections between
words and images. Use dierent colours to distinguish
between important themes and highlight keywords by
underlining them or writing them in capital letters. Make
sure that you consistently apply the styles you have chosen
to use for organizing your mind map.
There are lots of digital mind-mapping tools also
available, which are great for producing editable, organized
and shareable maps; however, it is better to use these after
your initial mind maps have been more quickly and easily
developed on paper. Freemind and Mindnode are two such
free tools that are available for Mac and Windows.
What if?
What if? is a lateral thinking method that generates new
ideas by challenging the status quo. According to What If?
Innovation Partners, in their book Sticky Wisdom (2002),
questions can fall into four basic categories: re-expression,
related world, revolution and random links.
Try re-expressing a design problem or issue using
dierent words, or by expressing the problem in a dierent
medium. You could, for example, simply draw it, or attempt
to view it from another persons perspective: What if
my organic grocery store was rebranded a macrobiotic
nutrition warehouse?
Sometimes, its helpful to borrow ideas from a related
eld or situation. For example: What if the entrance to my
grocery store was more like an airport departures lounge?
Revolutionary questions can really be a great source
of new ideas: What if my store was located on an organic
farm and customers could select and watch their vegetables
being freshly picked online?
Introducing random links, associations, words or objects
can be inspirational too: What if I gave my grocery store
sta white gowns and called them doctors?
2.07 | MindNode
MindNode is a useful
digital tool for creating
and sharing mind
maps but it is hard
to beat pen and paper
for recording ideas and
connections quickly.
36
Making connections
Occasionally, designers and design students get the
opportunity to set their own problems. Designing a new
service or product for society relies on the complex
interaction of many factors or requirements: focusing on
a basic human need, identifying an audience, designing
a compelling message (product or service), and using an
appropriate medium. The message, product or service is
often the most dicult factor to dene so, by substituting it
for a genre, we can start to generate new ideas.
Make connections between the dierent factors involved
in the project that you are working on by selecting a category
from each one and then combine them in order to generate
a new idea for a product or service. For example: education
+ 2534 yrs + platform game + smartphone = a casual game
for language learning aimed at young professionals who have
to collect words and assemble sentences in order to progress
to the next level. Alternatively, you may want to start o with
fewer factors, for example human needs + mediums (see the
table opposite).
2.082.09 | Solutionism
This idea generation
card game developed by
Mark Blythe asks two or
more players to combine
technologies, users,
motives and problems in
order to solve all of the
worlds problems and
make everybody happy
Players rate each others
ideas for originality,
plausibility and impact.
37
Target audience +
Genre +
Medium =
Education
Knowledge
Age
Under 10
1114
1517
1824
2534
3548
4965
65+
Game Genres
Arcade
Action/Adventure
Mind games
Platform
Quiz/General knowledge
Reality
Simulation
Media
Online
Oine
Interactive TV
Experiential
Ambient
Pervasive
Print
Convergent
Family
Food
Kinship
Love
Security
Law
Crime
Security
Leisure
Entertainment
Exercise
Friendship
Religion
Science
Meaning of life
Work
Poverty
Social standing
Sex
Male
Female
Origin/Race/Nationality
American
European
African
Asian
Australasian
Ability
Able-bodied
Disabled
Literate
Illiterate
Film Genres
Action
Adventure
Comedy
Crime
Documentary drama
Family
Fantasy
Film noir
Horror
Music
Musical
Mystery
Romance
Sci-Fi
Short
Thriller
War
Western
Device
PC
Smartphone
Smart television
Tablet
Touch screen
Touch table
Kiosk
Game console
Peripherals
Digital camera
Webcam
Xbox connect
Wii controller
Arduino
GPS tracker
Dance mats
Infrared gun
Maracas
Ideas
Organizing information
38
39
2.15 | Observation
Precedent also observed
the grain sampling and
data entry process and
engaged with CBH sta to
identify any gaps between
app features members
asked for and what the
business could provide.
40
Sorting
Once a list of content has been gathered, it is time for the
information architect to sort it into logical and meaningful
groupings. The content may come in all kinds of forms, from
text, images, video and sound, and may also be subdivided
into rational hierarchies and chunks of information, such
as headings, subheadings, sections and synopsis. Content
should not be confused with a website or applications
functionality; for example, search, download, register, login
or media player. Both are required for the design site maps
or user ows; however it is useful to list them discretely at
this early sorting stage.
To help designers and information architects to
categorize and arrange website content, a quick,
inexpensive and robust method called card sorting is
often employed.
Card sorting
Card sorting is an activity that enables users to sort, group
and organize the content of websites in ways that makes
sense to them. Typically, numbered cards are labelled with
categories, sub-categories and suggestions of content for
participants to organize. The number of cards can vary from
20 to 100 with the activity ideally lasting no longer than an
hour per participant. Participants are often encouraged to
think out loud and add Post-it notes to cards with further
ideas about content and functions. This additional feedback
is important as it enables the information architect or
designer to further understand the participants reasoning
and expectations for a website that would not necessarily
be revealed during pure card sorting. The activity is
repeated with a number of participants that represent the
target audience for the product or service.
41
42
Key
Page
File
Page stack
File stack
Site area
Decision point
Link
Conditional branch
Directional link
Condition selector
Crossbar means
one direction only
Download
Conditional link
2.0
About us
3.0
What we do
4.0
Our work
5.0
News
6.0
Contact us
2.1
Our team
1.0
Home page
1.1
Register
1.2
Login
1.3
Error
1.1.1
Registration
complete
Login and registration process
Task ows dier from site maps as they represent the key
steps and decisions for individual tasks, such as a login
or search function for example, which may be performed
without necessarily leaving the current page.
To help visualize site maps or task ows, a simple syntax
is often used based on the Visual Vocabulary developed by
user experience designer Jesse James Garrett.
When we dig a little deeper into the mapping of
websites, it becomes clear that there are two basic kinds of
page static and dynamic and that these characteristics
aect how we map them. A static page often contains
unique content that is updated infrequently, such as
an about us company web page. Dynamic pages are
conversely empty containers that are served with content
when required.
News websites regularly use dynamic pages, whereby
landing pages, such as the home page, are lled with timesensitive chunks of content, which may include headlines,
bylines and images. Each individual story can then be
served to other relevant pages using as much of its chunked
content as required. For example, a soccer-related story
may appear on the home page, general sports landing page,
soccer page, club page or even on a regional news page.
To provide detailed and understandable site maps and
task ows, it is important to keep individual pages, content
chunks or task ows accurately labelled with a logical
numbering system so that clients, designers, developers
and other stakeholders can follow and reference them.
Site mapping tools and resources
Adobe Illustrator
Axure RP Pro
iainstitute.org/tools/
jjg.net/ia/visvocab/
Microsoft Visio
OmniGrae
43
Contextual Help available in all sub-screens of
Manage (i.e. Dominators are this and that...)
Context
Help
Shadow Cities
Information architecture
Team
(Battle
Group)
Global
Local
Buildings
List?
Team
Buildings
and
Beacons
List?
Stats
Spells
Realms
Spirits
and
Research
Leader
board
Doms
Badges
Realms
Realms
Add
Friends
Nearby
Badges
Countries
Me
Me/Team:
Manage +
Stats
Customization
Standard
Spells
Cloud
View
Advanced Advanced
Spells 1
Spells 2
Expanded
/ Edit
Doms +
Catcher
+etc view
Button to view
buildings is
essentially a
shortcut to
specic expanded
view inside
Manage Me
Buildings Edit
Action
Layer
Restock
Mana
(Long
Press)
Swipe 3D up
to mostly hide
the map and
jump to
Cloud View.
Spirits
and
Research
Realms
Add
Team
Friends
Badges
Team
Mission
Creator
Settings
Buy
Mana If
None Left
Many topics in Me
contain an Edit functionality to actually manage
them like spell specialization. Before opening this
Expanded View, only the
latest and most important
info in each sub-category
is shown.
Mission +
Objectives
News +
Comms
Newsfeed
!
Local
Team
(BattleGroup)
Me
Global
Me
Local
Local
Team
(BattleGroup)
Global
Swipe to move
horizontally
between Me, Local,
Battle group and
Global layers
of News or
Communications
Comms
Team
(BattleGroup)
Made in
Tap visible
screen top
to go back
to top?
Manage
Friends
Me
Tap Edit /
Manage /
Expand
Dom and
Buildings
Management
+ Overview
Fast access to
Missions and
things to do from
the game screen.
Local
Global
Message
Here
Navigation systems
44
45
2.282.30 | Yossarianlives.com
Yossarianlives.com is a metaphorical
search engine developed by Daniel
Foster-Smith, J. Paul Neeley and Dr
Katia Shutova. A metaphor is a type of
comparison stated in the formula A is
B, where the attributes of B are overlaid
onto A. Take, for example, the notion that
love is a river. Love is not a river the
statement is patently false but when we
think about and understand the phrase
metaphorically, we have a ash of insight.
The images show search results for the
terms science, meaning and language.
The Conceptual Distance slider controls
how closely related or disparate the
metaphorical results are.
46
2.312.36 | SoundPrism
A music app that makes
complex harmonics
easy to use through an
intuitive user interface.
Developed by Audanika
with design consultancy
Edenspiekermann, this
innovative new app
dispenses with old
metaphors in favour
of a completely fresh
idiomatic design.
47
Idioms
Idioms use natural language to help users learn how
to use an interface without the need for metaphors or
prior expertise. Idioms do not suer from the inherent
weaknesses of metaphors or the steep learning curves
associated with many software packages because they rely
on learning simple behaviours to perform tasks.
All idioms must be learnt; good idioms need to be learnt
only once (Cooper et al, 2009).
Typically, idiomatic approaches guide users through a
step-by-step approach, encouraging users to learn simple
tasks and incrementally adding to their knowledge and
expertise in using a new interface or system.
Metro, the design language created by Microsoft for its
latest Windows 8 products, is a break from the previous iconbased operating systems and is an example of an idiomatic
approach designed specically for digital products.
2.372.41 | Madere
A new interactive comic book publishing
platform by Moving Brands, whereby
custom-made navigation icons were
required to be recognizable and intuitive
from rst use.
48
2.38 | Functionality
development
Developing the sharing
functionality via seamless
integration of social
proles was critical in
order to foster and
engage the powerful
community that exists
within the industry.
49
2.39 | Iconography
development
The iconography style
uses the geometric radii
and sharp end points of
the identity.
50
Paper prototyping
The design of interactive projects can be tested using
drawings of interfaces and webpage layouts, often called
wireframes. Two people are required to run the test a
note-taker and someone to act as the computer. When a
participant presses a button or selects a feature on the
wireframe, the person acting as the computer shows them
where it will take them.
The advantages of paper prototyping are that it is quick,
cheap to produce and redesigns can be implemented as
soon as they are drawn!
Low-delity prototype
Once any initial problems have been ironed out through paper
prototyping, a low-delity computer prototype can be created
using Microsoft PowerPoint or a similar presentation tool that
allows you to create a series of pages with interactive buttons
and hotspots. This will give the participant a more authentic
experience of the proposed design. At this stage, the testing is
still largely focused on making sure that the right content and
functions are displayed on the screen. A note-taker is required
to record feedback.
High-delity prototype
This prototype may include real content and polished
graphics. Specialist wireframing, prototyping or authoring
software may be used; however, complex functions may
not work and can be faked. This will give the designer more
rened feedback on content, functions and aesthetics.
51
52
2.482.49 | SuomiTV
What will happen when television meets
tablet computers? In 2010, SuomiTV and
Nordkapp in Finland explored the future
of television and created a concept to
illustrate where they expected it to be
in the near future.
These images show 4 stages in
Nordkapps design development process.
The rst two images (above and right)
show an early low-delity paper
prototyping stage.
53
2.602.61 | Urbanow
Urbanow is a concept
for urban screens situated
in Helsinki made by
Nordkapp and Urbanscale.
These visuals were created
in Adobe Illustrator and
Photoshop.
54
The tools
The choice of digital prototyping tools used will partly
rely on what is being evaluated, but it is also down to the
personal preference of the designer or studio.
Many designers working in digital media prefer to use
standard design packages, such as Adobe Illustrator and
InDesign, to create wireframes. This is because the tools,
such as Illustrator, can then be used to produce nal screen
layouts. When using these packages, or indeed many
others, common graphics such as buttons, carousels and
scroll bars are either created or downloaded to speed up
the process. These visual elements are more commonly
referred to as user interface (UI) patterns.
Others prefer to use specialist wireframing tools such as
Axure RP Pro, Balsamiq and Protoshare, which oer more
features such as interactive functionality, annotation and
discussion tools.
For more polished prototypes assessed in more
authentic situations, high quality visual screens can be
created in graphics packages, such as Adobe Photoshop,
and authored using Adobe Dreamweaver or WordPress
for web projects. For apps, software such as Proto.io or
App in Seconds provide more realistic prototypes.
Video prototyping
Video prototyping has become a very powerful prototyping
tool for designers to use throughout the development
phase. Video is often used to produce low-delity
prototypes for idea sharing and is particularly useful as
a means of recoding development and communicating
when team members may be working in dierent oces
and locations. Highly polished video prototypes that use
animation and post-production eects to make ideas
appear more realistic are widely used to promote ideas
and receive buy-in from clients or potential investors,
sometimes before any genuine design or development work
has actually been done.
55
UI patterns
Adobe Illustrator
appinseconds.com
graetopia.com
Adobe InDesign
balsamiq.com
konigi.com
axure.com
invisionapp.com
patternry.com
balsamiq.com
justinmind.com
patterntap.com
Microsoft PowerPoint
popapp.in
ui-pattterns.com
protoshare.com
proto.io
welie.com
56
2.692.76 | Storyboards
Drawn storyboards by Maylin Gouldie/Red Bee
for a BBC2 identity, communicate the energy and
excitement required for the nal visuals.
Storyboards
Storyboards can be created with pen and paper or by using
digital software, or, more often than not, a combination of
both. The level of detail, like prototyping, will very much
depend on what needs to be communicated to whom. Basic
sketches will suce for sharing ideas, but more in-depth
drawings or paintings will be required to convey the detail
of actual scenes, lighting and moods.
Before drawing a storyboard, it is important to have a
script or a thorough brief to work from. At this stage, a list
of key moments can be written down to form the basis for
your boards. Visuals may only form part of the narrative,
as dialogue, sound eects and music could also help tell
the story. To convey this, explanatory notes, dialogue and
timings should also accompany each storyboard image.
If the sequence uses live action, additional information,
such as the location and time of day, should be included too.
To integrate all this information, paper-based templates
can be used, although hand-drawn sketches and paintings
are usually scanned and added to digital templates
produced in Adobe Illustrator or InDesign. These les
can then be more easily shared digitally with clients and
creative teams.
It is important to remember that a storyboard is only
a means of communicating ideas, so many versions may
need to be produced before a nal version is agreed upon.
A good storyboard will clarify intentions and save time and
money, so getting it right is important.
Animatics
Animatics are storyboard images or more polished static
visuals sequenced in a video-editing package along with
sample music to give a better sense of timing and creative
intention. They are the next logical step in the process of
designing a narrative sequence and allow both the client
and creative team a further opportunity to judge an idea
before committing to the costly production phase of a
project. While animatics naturally follow storyboards, they
may be sidestepped or replace storyboards depending on
the agreed phases of a project.
2.772.88 | Previz
Uber Digital was commissioned by
Eastman to create an animation that
highlights both the functional and
emotional attributes of Eastman Tritan
copolyester material in the Dunksh,
a tea-infuser created by Zeewok. This
animatic, also known as a previz
(previsualization), was produced to
help the client get a better feel for
the movement, pace and information
presented in the intended animation.
It formed one part of a full design
process that also included storyboarding,
modelling, colour and sound.
57
58
Provide control
Your design should give the user complete
functional control, with the ability to cancel
actions, and provide a simple exit function
if the user decides not to continue with
a process.
59
Provide shortcuts
Your design should provide shortcuts for
expert users, which wont confuse or distract
novice users. Where possible, allow users to
customize frequent actions.
Be consistent
Your design should be consistent in the
language and conventions that it uses. The
greater the similarity and consistency there is
with other designs, the quicker and easier it
will be for users to become familiar with
your design.
Prevent errors
Your design should try to eliminate the chance
of a user making errors; or at the very least,
present the user with a conrmation screen
asking them to verify their actions and so make
them think twice about their choices.
Be visible
Your design should make actions, objects
and options constantly visible, so reducing
the need for users to have to memorize
them. A Help feature should always be
available, too.
Report errors
Your design should report errors in a clear
and comprehensible language, so helping the
user to understand why and how the error has
occurred and what they need to do to rectify
the situation.
10
Provide help
Your design should be an intuitive process for
users and, wherever possible, should obviate
the need for them to read a manual in order
to understand how to navigate it. When help
is required, it should be searchable, pertinent
and simple to follow.
Industry perspective:
Campbell Orme, Moving Brands
2.95 | Campbell Orme
60
Client
Hitachi
Brief
To design the user-facing experience of new innovative
interactive software, which allowed for remote
collaboration, using a projected, gesture-based interface.
Agency
Moving Brands
Solution
Moving Brands created detailed user journeys, logic
ows, user interaction guidelines and a full user interface,
for implementation and build by Hitachis Tokyo-based
development team.
2.98 | UX simplication
Extensive user ows
mapped the logic of
navigating the software.
This systematic approach
was necessary to reduce
the complexity of the UX,
wherever possible.
61
2.101 | Exploring
key behaviours
and interactions
Prototyping included
Processing applications,
which allowed for
exploring key behaviours
and interactions on the
hardware itself.
Industry perspective:
Campbell Orme, Moving Brands
62
2.102 | UI toolkit
Alongside the information
architecture and user
experience, and a full,
pixel-perfect UI toolkit was
created for development,
optimized for projection
and viewing distance.
63
Workshop II:
The Cube
The following workshop is intended to give you practice
at designing a system ow and wireframe interface.
The exercise could last from two hours to a whole day
depending on the level of detail and complexity you wish
to include.
64
Background
The Burj Khalifa in Dubai is the tallest building in the world
with its spire reaching almost half a mile into the sky (2,720
feet/830 metres). The building has 160 oors with the
highest nightclub in the world on the 144th oor. It has the
fastest elevators in the world travelling at 40 mph (64 kph)
or 60 feet (18 metres) per second.
The Cube is an imaginary new apartment block in
Dubai with 1,600 apartments. The four sides of the building
each contain 400 apartments arranged in a 20x20 grid.
Each apartment is directly accessible by eight revolutionary
multi-directional elevators that can move horizontally and
vertically around all four sides of the building. In addition
to the 20 oors of living accommodation, the ground oor
contains a lobby area and the 21st oor a leisure complex,
making 22 oors in total.
The brief
Your brief is to design the interface for The Cubes
elevator control system. Think about the basic functions of
selecting an apartment, hold open or close door, and help/
emergency. Visualize how to display important information;
for example, current oor or apartment and direction of
travel. You may want to consider other features the lift may
have to keep the users calm or entertained.
2.104 | Understanding
users
Identify ctitious users
and understand their
potential needs.
2.105 | System ow
Create ow diagrams
to demonstrate
the elevators
basic functionality.
65
Step 1 Understand
Take time to think about the needs of potential users for
example, whether they are young or old, apartment owners
or visitors, etc. and also identify potential issues. Make a
list of these potential needs and issues.
Step 2 System ow
Create a system ow for the elevators basic functions and
work out what buttons and display information will be
required to use them.
Step 3 Wireframe
Design a wireframe interface for your elevator. Consider
how user feedback on selection will be given, such as
a glowing button, graphic displayed on a screen, audio
conrmation or a combination of them all.
2.106 | Wireframes
Create simple drawn
wireframes to
illustrate the
user interface.
66
Colour psychology and its specic digital importance will be highlighted before
covering how colours are created and applied on both television and the Web.
In a similar ow, key semiotic theory will be introduced to illustrate how
digital images are encoded and decoded before technical considerations for
digital media uses are explained. The use of photo libraries and related visual
resources will be detailed as part of a designers toolbox.
3
3.013.05 | Generative design
Onformative in co-operation with
Interbrand created a tool for the
automatic image generation of molecule
graphic imagery for pharmaceutical
company Actelion.
67
68
69
70
3.093.12 | CX identity
CX identity by Moving Brands developed
through many iterations of colour,
typography and image experimentation.
primary
r
rtia
ter
ry
tertiary
tertiary
ry
da
on
sec
primary
sec
on
da
ry
tia
ry
da
on
sec
sec
on
da
ry
te
primary
ary
pri
m
m
pri
ary
primary
secondary
ter
tia
ry
ter
ry
tia
secondary
3.15 | CMYK subtractive colour model
Used for commercial printing.
71
72
Visible
colour gamut
RGB
colour gamut
Pantone
colour gamut
CMYK
colour gamut
73
74
colorschemedesigner.com
colorsontheweb.com
colourlovers.com
kuler.adobe.com
pictaculous.com
web.colorotate.org
75
76
3.29 | Signs
Icons are signs commonly used to
create meaning. Some are literal
representations, such as a paintbrush;
others are metaphorical or analogous.
car
Literalness, analogies and metaphors
Signs are literal, analogical or metaphorical and help us to
derive meaning. Literal signs represent meaning exactly:
a paintbrush icon in Adobe Photoshop signies that we can
paint with a brush, whereas the blur tool represented by a
water droplet is an analogy because it is like dropping water
on a wet canvas that is, it will blur. A metaphor takes a step
further than an analogy and insists that one thing is something
else; for example, our computer desktop is a metaphor
because we can leave les on it and put them into folders.
Signiers and signied
In semiotics, a sign is made up of two elements: the
signier and the signied. If we took a labelled picture of
a car, the signier is the word car and the signied is the
image of the car. There is no link between the sound of the
letters used to spell car and the object itself; but if we
called a car a brum-brum there would be an audible link.
This is an important concept because it demonstrates our
capacity to make arbitrary links between the signier and
the signied.
77
brum
3.303.32 | Signier and signied
In semiotics, signs are made from two
elements, the signier (word) and the
signied (image). Usually, there is no
audible link between the sound of the
letters and the image unless the word
is onomatopoeic.
3.333.35 | Representations
From left to right are three example
respresentations of a car; these are
known as the icon, index and symbol.
car
Icon, index and symbol
Building on the use of literal, metaphorical and analogical
representations of signs and the distinction between the
signier and the signied, Peirce dened three basic forms
of sign: the icon, the index and the symbol.
78
the getaway
3.383.43 | FlashForward
Nissans FlashForward online promotion,
designed by Reactive, uses bold colour,
imagery and type to create powerful
unambiguous messages (closed texts).
The promotion was designed to address
the critical vehicle consideration phase
of the customer journey, to help establish
a lifestyle proposition and to acquaint
customers to a broad product range.
The very successful campaign used bold
design elements and visual prompts to
help guide the user through a series of
animated questions.
79
Preparing images
3.643.67 | Udesign
Studio website
Designed by Komodo
Digital, the UDesign
Studio website has
beautifully crisp
illustrations that are
extremely web friendly
as the at areas of
colour compress much
better than images with
much more texture and
detail, giving them
smaller le sizes that
download quicker.
81
82
83
Industry perspective:
Tim Beard, Bibliothque
84
Client
Multinet
Brief
Brand creation including strategy, naming and visual
identity for a new telecoms brand that provides high-speed
Internet access to emerging markets.
Agency
Bibliothque
Solution
A single line of communication, connecting communities
where online demand sits alongside limited infrastructure.
The logo is the rst to exploit the new multi-touch hardware
of smartphones and tablets.
3.743.75 | Ollo
interactive logo
To help create an
emotional connection
between Ollo and its new
audience, Bibliothque
have designed an
interactive logo that
reects its engaging and
playful brand values.
3.763.78 | Applying an
identity system
Ollo brand guidelines show how the
identity system should be applied
across a range of touchpoints.
85
Industry perspective:
Tim Beard, Bibliothque
86
87
Workshop III:
Taste after taste
The following workshop is intended to help you explore
your visual associations and sensibilities when making
colour choices. The workshop is planned to last two hours
and can be undertaken as a solo activity, although created
artefacts would benet from group discussion at the end.
88
Background
As humans, we have a multitude of senses and Aristotle
(384BC322BC) is credited with the classication of our ve
traditional senses of sight, sound, smell, taste and touch.
However, our sense of taste, which also has ve recognized
categories sweetness, bitterness, sourness, saltiness and
umami has only relatively recently been agreed upon. The
last category, umami or savouriness, was only recognized
as a scientic term in 1985.
Brief
The object of this workshop is to visually explore our sense
of taste by trying to represent these ve taste categories
using images and colour. Our ndings are going to be
collated in a mosaic that depicts our notions of taste.
The workshop can be divided into two halves. Steps 16
involve the visual association of colour and image, whereas
Step 7 is about the practical application of selecting a set of
connected web colours.
Note: You may choose to use this exercise as an opportunity
to become more familiar with online image libraries by
nding and selecting comping images to use.
BODY
LINK
HOVER
ACTIVE
VISITED
3.86 | Representation
This row shows web
colours that could
represent the term
power. Text size text
and background colour
often aects our
choice of text colour.
89
90
Digital typography
Letters form words that make up languages, that in turn signify ideas, actions
and thoughts. Letters have built the bedrock on which civilizations have
communicated and shared their beliefs, history, knowledge, laws and literature
with their peoples and their descendants for thousands of years.
Johannes Gutenbergs movable type technology and his printed 42-line Bible
in the fteenth century transformed the way we communicate through greater
access to the published word. Similarly, Sir Tim Berners-Lees World Wide Web
in the late-twentieth century has revolutionized our ability to access, share and
communicate the digital word.
With this long history of letters and their communication, it is unsurprising
that a great deal of human endeavour has gone into the development of
letterforms, and the syntax or rules that govern the organization of words.
Typography, which is the art of arranging letterforms, is both the practical
and visual expression of written language. Typography is not just a humble
carrier of words to aid linguistic meaning. It can convey semantic meaning, too,
because typography in size, shape, colour, placement and movement can express
important messages of its own.
The following sections will help you to understand the fundamental
characteristics of typography, its conventions and application in a variety of
digital contexts and visual forms. In the process, you will begin to recognize
how important great typography is to both the practical realization and creative
expression of your work.
4
4.014.04 | Playtype foundry
Playtype is a typographic foundry set
up by Danish design agency e-Types.
It bridges the virtual/physical divide with
an online type foundry and a concept
store in Copenhagen.
Top: Concept store interior.
Above right: Store Playtype.
Above left: About Playtype landing page.
Bottom: Browse fonts landing page.
91
Fundamentals
92
Measuring type
Type size is traditionally measured in points (pt), with 72
points equivalent to an inch (2.54 cm). For screen-based
design, type is increasingly measured in pixels (px) and in
ems. Although a point is a xed measurement, two fonts
can appear to be of dierent proportions when they share
the same point size. This is due to dierences in fonts
relative x heights and widths.
Type size is measured from the lowest descender of a
fonts letterforms to just above the highest ascender, and a
fonts x-height is measured from its baseline to the height of
the lowercase x. Therefore, those fonts with short ascenders
and descenders, or tall x-heights, will appear relatively
larger than others. Similarly, fonts with less height variation
between its upper-case and lower-case letters will also
appear larger.
The width of letterforms will also aect a fonts relative
size. A fonts point size relates to its height only and not its
width, so condensed fonts will visually appear smaller
than those with broader widths. The width of a font is normally
expressed in characters per pica and this measurement is used
to estimate how much text will t into an allotted space.
Ascender
Dot
Ascender line
Cap height
Baseline
Descender line
Capital
Ear
Cross stroke
Eye
Bowl
Spine
(of the S)
Stem
Arm
Lower case
digitALly designED x
Counter
Link
Crossbar
Bracket
Loop
Leg
Terminal
Points
12
24
36
48
60
72
4.07 | X-height
X-heights vary between typefaces.
x x x x
Neue Helvetica
Picas
Break
Descender
Inches
Serif
x-height
Rockwell
Lucia
Bodoni
LOVE
TYPE
OOO
Garamond
Baskerville
Bodoni
Leading
Kerning
Tracking
4.09 | Ligatures
fi fl
Stress
The stress refers to the angle of the thin stroke in rounded
letterforms. Historically, old style serif typefaces, such
as Caslon, have inclined or oblique stresses whereas
modern serifs, such as Bodoni, have vertical. Typefaces
of the transitional period have semi-oblique stresses, for
example, Baskerville.
Ligatures
A ligature is the joining of two or more characters to
create a single glyph. Ligatures have their origins in ancient
manuscripts and were designed to stop letter shapes
colliding. The most prominent ligature is the joining of
f and i to make .
93
94
Categories
Typefaces have a rich history and their stylistic
development has evolved over hundreds of years in
response to advances in technology, aesthetics, commerce
and our growing understanding of legibility and readability.
For designers, selecting typefaces is not simply an arbitrary
choice; it requires both an appreciation of the practical
value of a typeface and an understanding of its inherent
historical associations.
Aa Serif
Roman inscriptions inspired serif typefaces. The term
serif describes the angular details at the ends of letter
strokes. Old-style serifs date back to the fteenth century
and serifs today are associated with traditional book and
newspaper publishing.
Aa Sans Serif
Sans Serifs or Grotesks came into prominence at the end
of the eighteenth century, partly as an aesthetic reaction to
the over ornamentation of serifs and, more practically, as
a need for typefaces with greater legibility. Sans Serifs are
commonly used for signage and information graphics, and
work well on screen.
Aa Slab Serif
Slab Serifs are characterized by thick block-like serifs.
They rst came into use at the beginning of the nineteenth
century, and are used for headlines because of their bold
authoritative nature. For this reason, heavy slab serifs are
used sparingly as they are uncomfortable to read for more
than a few lines of continuous reading.
Aa Script
Aa Display
Display typefaces provide the designer with a powerful
visual language, where creative expression is prioritized
over legibility. They were rst used on posters in the
nineteenth century to create impact for advertising and
have been used to convey promotional messages ever since.
Aa Blackletter
Blackletter typefaces are based on German manuscripts
dating back to the twelfth century and were widely
used throughout Europe before the eighteenth century.
Blackletter typefaces are historically associated with
Johannes Gutenberg who used this style for his printed
42-line Bible.
]V Symbol
95
Symbols consist of decorative elements, icons and other
glyphs rather than regular Latin characters and numbers. They
are used to embellish or decorate written text for example,
Victorian wood ornaments or provide an alternative symbolic
language for information graphics for example, a series of
representative sports icons.
Non-Western
Non-Western or non-Latin is a group term used to describe
typefaces that are not based on Roman letterforms.
Typefaces that use Middle Eastern Sanskrit or Chinese,
Japanese and Korean character sets fall into this category.
Find
FontBook home page
Classes
FontBook 2011
96
FontBook 2006
FontBook
FontShop International
Digital Typeface Compendium
Mai-Linh Truong
Jrgen Siebert
Erik Spiekermann
Subclasses
Subclass range
Share
Back
(Sub)Family name
Bookmark
Breadcrumb trail
Interactive
specimen player
Weights,
headline sizes
Weights,
text sizes
Character set
Summary
Relationship navigator
Designer
Year
Foundry
Family
Subfamily
See also (fonts)
More from (designer)
Family/Subfamily
specimen poster
97
98
Typeface selection
Both serif and sans serifs are great for continuous reading,
although the context and a typefaces individual characteristics
will be decisive factors in making your selection.
Serif letterforms are distinctive and their relatively low
x-heights make reading easy. However, for the smallest
legible type sizes, sans serifs are better because of their
more even stroke weight and taller x-heights, making them
clearer to see. For this reason, sans serifs are particularly
good for television graphics where legibility at small sizes
is paramount.
Avoid long passages with bold or capitalized type as
they become dicult and uncomfortable to read due to the
similarity of letterform shapes.
Leading
The amount of leading required will depend on the x-height
of the font used and the line length. The larger the x-height
or the longer the line, the more leading will be required to
help the reader dierentiate between lines.
Tracking
Relatively few typefaces have been designed with screen
use in mind. Verdana, by type designer Matthew Carter,
was designed for screen use and benets from loose letter
spacing to increase on-screen legibility.
Line length
Ideal line length is a topical readability issue with the
advent of high-resolution screens and peoples acceptance
of blogs, which have increased average reading line lengths.
The generally accepted optimum is 6075 characters per
line (cpl); any longer and people start to lose their place.
However, recent studies have shown that line lengths of
95 cpl line speeds up reading (Shaikh, 2005) and many
popular blogs often have line lengths of 100 cpl.
Alignment
Left aligned text with a ragged right edge is commonly used
for reading continuous passages. This alignment ensures
that word spacing is consistent and aids readability.
Ranged-left text columns are widely used for on-screen use.
99
4.18 | Readability
The following diagram illustrates
many of the constituent factors for
increasing readibility.
Leading
The amount of leading required will
depend on the x-height of the font used
and line length. The larger the x-height or
the longer the line, the more leading will
be required to help the reader differentiate
between lines. This paragraph is set in
Minion Pro Regular 7pt on 9pt leading.
Alignment
The amount of leading required will
depend on the x-height of the font
used and line length. The larger
the x-height or the longer the line,
the more leading will be required
to help the reader differentiate
between lines. This paragraph is
set in Verdana Regular 7pt on
10pt leading.
The amount of leading required will depend on the x-height of the font used
and line length. The larger the x-height or the longer the line, the more
leading will be required to help the reader differentiate between lines. This
paragraph is set in Verdana Regular 7pt on 14pt leading.
Tracking
Tracking affects text readability; this line of text has tracking set at -50/1000ems.
Tracking affects text readability; this line of text has tracking set at 0/1000ems.
Tr a ck i ng af fe c t s te x t re a d abi l it y ; t h i s l i n e of te x t h a s t r a ck i ng s e t at 1 0 0 / 1 0 0 0 e ms .
Line length
This line of text is the ideal line length as it contains 6075 characters.
This line contains about 95 characters, which a study suggests is the optimum for speed reading.
This line of text contains over 100 characters, which is the line length used by many popular blogs.
4.194.22 | Idents
BBC2 channel idents
use typography as the
main visual device for
communicating seasonal
or themed programming.
100
101
4.234.31 | Use of
typographic textures
TFOs Les Bleus de Ramville
title sequence, by Oily
Film Company Inc, uses
typographic textures to
evoke nostalgia for a
senior hockey team based
in the ctional Canadian
town of Ramville.
102
103
104
4.414.42 | Playspent.org
Public awareness and
fundraising online
campaign developed by
the agency, McKinney.
4.444.46 | Generative
typography
Onformatives Growing
Data project is a
generative design
visualization of cities
air pollution levels.
105
106
4.474.52 | Jazzhouse
e-Types created a new visual identity
for Denmarks famous Jazzhouse, which
included the design of a custom-made
typeface and website. The latter makes
full use of web fonts and the designers
mastery over typographic detail.
107
108
4.534.58 | Revamped
user interface design
Jason Bishops userinterface design for the
revamped 2011 Sony
Reader and the global
Reader Store. The reader
has a resolution of
600x800 pixels with a
minimum readable font
size of 6pt. The design
required extensive testing
from engineers in Tokyo
and San Jose to get the
responsiveness of the
touch screen and the
refresh of the E Ink display
just right. Monochromatic
interfaces are a particular
challenge for design as
colour is often used to
create order and give
a perceived focus to
the user.
109
Industry perspective:
Mathias Jespersen, e-Types
Agency
e-Types, Copenhagen, Denmark
Interview with Mathias Jespersen,
Senior Digital Consultant
Mathias has worked at e-Types for 12 years, rst as a
designer and more latterly as a Senior Digital Consultant
where he has been helping transform e-Types considerable
brand strategy and typographic expertise into beautifully
crafted digital solutions for clients.
110
4.624.63 | e-Types
online type foundry
Playtype, e-Types online
type foundry, was a
breakthrough website
for the agency as it
showcased their online
typographic credentials.
111
4.644.66 | Hitman
This app for IO
Interactives Hitman uses
a custom-made retro
typeface to give the game
a lo- 1980s computer
game look and feel.
Industry perspective:
Mathias Jespersen, e-Types
Your web design for Gottlieb Paludan Architects uses
an unusual oating navigation bar why did you decide
to use this?
We wanted to do something dierent. Most architects have
a full-screen image with small text, but our client wanted
a more editorial approach so we came up with a magazine
front page with the stories they want to tell highlighted in
dierent boxes. We just thought it would make sense for the
content to be in focus all of the time and rather than have
a menu bar at the top, we decided to give it an app look by
having a navigation bar at the bottom of the screen.
Your webpage layouts have a lot of typographic attention
to detail, for example, illuminated letters at the
beginning of new articles. Does this create challenges
when your clients edit and manage content?
Yes it does! Over the years, we have had some really well
thought out projects well designed and well implemented
that sadly did not work perfectly in reality once the client
112
4.674.68 | Danish
Maritime Museum
New identity and website
for the Danish Maritime
Museum. The website
home page features a
playful and unusual
scrolling system to access
the latest stories about the
Museums development.
113
4.694.72 | Adapting
to dierent window
viewport sizes
The website for Gottlieb
Paludan Architects
features beautiful
typographic details, such
as illuminated letters
and a clever layout, that
adapts to dierent window
viewport sizes.
Workshop IV:
Semi precious
This workshop will give you the opportunity to improve
your typographic skills by creating a design for an eBook
magazine. Thumbnail sketches for this project may take
just 60 minutes though a fully rendered mock-up in Adobe
Photoshop or Illustrator would easily take three hours or
more depending on the time you have available.
114
Background
The explosion in interest for portable and high-powered
eBook readers, such as Amazons Kindle and Apples iPad,
have reignited interest in the art of book and magazine
design. Now, magazines can be both beautiful and
updateable in portable formats.
According to Amazon, eBook sales in 2012 were more
than the total combined for hardback and paperbacks; for
every 100 physical books sold, customers downloaded 114
eBooks. In comparison, digital magazine sales are much
more modest according to a report by Alliance for Audited
Media; digital editions of consumer magazines accounted
for around 2.5% of all US magazine sales in 2012; however,
this was up from 1% in 2011.
Brief
Your brief is to design a new digital eBook magazine
called Semi Precious that shows how beautiful typography
and layout can be on screen. The magazine is called Semi
Precious because that is what many magazines strive to be:
desirable, important, valuable but ultimately time limited
and replaceable.
The term semi precious is an oxymoron, which is a gure
of speech that means the conjoining of contradictory terms,
such as a deafening silence or daily special. The magazine
will use oxymorons to theme its contents for example, an
article called American English could be about a new novel
set in England by an American author.
You must design a masthead for the magazine, a cover
illustration, contents page and an article. All illustrations
must be typographically based.
Oxymoron list
American English
Anxious patient
Bittersweet
Cold sweat
Daily special
Dark star
Elected king
Essential luxury
Eternal life
Fire water
Front end
Genuine fake
Half full
Homework
Lightweight
Open secret
Original copy
Player coach
Political promise
Prison life
Quiet scream
Random logic
Real fantasy
Rock opera
Safety hazard
Second best
Small fortune
Smart bomb
Trac ow
True lies
Virtual reality
War games
Choose any of the above oxymorons to help you create a content page and
provide a topic for your article.
With each of the following steps, start with pencil and paper
before moving to a computer to visualize your designs.
Step 1 Masthead
The masthead is the title of a newspaper or magazine;
in web design it refers to the top of the web page where
the logo and global navigation usually reside. You should
design a masthead for Semi Precious that also includes the
tagline: A contemporary classic magazine. The masthead
may appear on both the front cover and contents page.
Step 2 Cover
Design a cover for your rst issue of Semi Precious. The
cover illustration must be typographically based. You may
decide to use the oxymoron article titles or the names of
people, places or subjects featured in your illustration it
is completely up to you.
115
Step 3 Contents
Select no more than a dozen oxymorons to form the basis
of your content page. Look at magazines to see what
information is usually included in the contents.
At this stage, you might want to consider the resolution of
your display; for example, 768x1024 pixels for a portrait
is a common resolution for tablet devices.
Step 4 Article
For the body text, you may want to add a placeholder
lorem ipsum text rather than create, nd or adapt an
appropriate article. You can generate lorem ipsum text
by using www.lipsum.com. Your article will have a number
of additional typographic elements to consider:
Headline title of the article
Deck short summary of the feature article (optional)
Byline author credit
Lead rst paragraph designed to engage the reader
Caption description of image or illustration with credit
Folio page number, magazine name, issue and date.
116
5
5.04 | Simplicity with grids
This illustration shows the 12-column
grid structure employed by digital agency
Nation to organize the layout of the Royal
Society of Portrait Painters website.
117
A short history
118
119
120
121
Principles of composition
Balance
Balance refers to the placement and distribution of elements
on a page. When balance is achieved, the composition has
a pleasing harmony and stability. This sense of satisfactory
equilibrium can be explained through the Gestalt Law of
Symmetry, which states that our minds perceive unconnected
elements as symmetrical when they can be formed around a
centre point to make one coherent shape.
However, satisfying layout is not always something that
is desirable. Symmetrical can also mean dull. When a layout
is unbalanced, it creates a natural movement and tension.
For this reason, asymmetrical layouts have often been a
compositional preference for modernist designers, who
want to create layouts with direction and energy.
Shape and space
Shapes are commonly used elements in composition;
however, they take more time for the brain to process than
colour or size because they have to be interpreted and
identied. The Gestalt Laws of Closure and Similarity are
applicable to shape recognition and layout.
The Law of Closure applies when a shape is not whole,
in which case we mentally ll the gap and perceive it
complete. The Law of Similarity applies when shapes
appear similar and so the brain perceives them as a group
or pattern. This is particularly useful for information design
as elements of a similar visual nature can be segmented to
form groups with a simple change of colour.
Positive and negative spaces are commonly used terms
by designers when composing layouts, creating logos or
detailing lines of type. Positive space refers to the gure
or object that appears to exist (such as a letterform or
silhouette of an image), whereas negative refers to the
space that surrounds it.
122
123
3A + 2B
5.20 | The golden section
The ratio of the golden
section is a naturally
reoccurring proportion.
A+B
3A + 2B
2A + B
2A + B
5A + 3B
A+B
8A + 5B
5A + 3B
Golden section
The golden section is a mathematical ratio found throughout
nature that has been used since ancient times for its
aesthetically pleasing proportions. Its formula and use
can be traced in the geometry of Euclid and Pythagoras,
the Roman architecture of Vitruvius and the Renaissance
illustration of Leonardo Da Vinci. More recently, it has
inuenced contemporary design; from our ISO paper
sizes and Jan Tschicholds grid layout proportions, to the
dimensions of widescreen televisions and even the iPod.
The golden section or ratio expressed in algebraic term:
def
a+b =
a
=
a
b
In simpler terms, the a+b is to a what a is to b.
125
Rule of thirds
While the golden section provides insight into the most
pleasing aesthetic proportions for design layout, it would
provide most interactive designers with number crunching
headaches when applying it to design. To make things
simpler, many designers use the rule of thirds to help
create compositions.
The rule suggests that a composition should be
divided into thirds by using two horizontal and two
vertical guidelines to make nine equally sized parts.
The most important elements should then be placed at
the intersections to create compositions with the most
dynamic and visual interest.
The following section will take these principles further
by introducing the importance of creating a grid structure
to underpin our compositional layouts.
126
Baseline grid
Margin
Column
Gutter
Footer
127
5.235.26 | 12-column
grid system
The Royal Society of
Portrait Painters website
designed by Nation is
based on a 12-column
960 grid system. The
12 columns are overlaid
in red so that you can
appreciate how the layouts
are formed using this
grid system.
Mobile
As with computer monitors, the size and resolution of
mobile devices can vary hugely. The latest Apple iPad and
Amazon Kindle Fire tablets have higher resolutions than
many desktop computers.
A lack of screen standardization means that designers
and software developers have adopted common screen
sizes and technical solutions to create the best possible
viewing experience for users.
These common screen sizes work with three basic
categories of mobile device: feature phones, smartphones and
tablets. Each has dierent screen sizes, navigation methods
and screen orientations from desktop and laptop PCs.
The dierences in navigation method between devices with
their own established patterns of use are commonly referred to
as User Experience Design Patterns or UX patterns for short.
Screen resolution
The following table shows the most common screen
resolutions for design layouts with maximum web browser
window sizes in brackets where applicable. On monitor
screens, the browser navigation bar and menu reduce the
vertical screen space available by about 150 pixels and
the scroll bar reduces the width by about 20 pixels. Note:
tablets and phones generally rely on touch gestures rather
than bars for scrolling.
128
Tablet
Smartphone
Feature phone
1024x768 (1000x620)
1024x600
320x480
240x320
1280x1024 (1260x875)
1024x768
480x800
1440x900 (1420x750)
1280x800
1600x1200 (1580x1050)
1136x6403
2
2048x1536
Resolutions in bold represent the most common screen sizes used by designers.
1 These gures represent common monitor resolutions; however, resolutions
can go much higher with some 30-inch (76-cm) monitors having screen
resolutions of 2560x1600.
2 iPad 4th generation with retina display.
3 iPhone 5 with retina display.
5.2728 | Newcastle
Science City
This website, designed
by Komodo Digital, has
two separate websites
for desktop and mobile
viewing so that dierences
in both screen resolutions
and user experience
patterns can be carefully
designed for each medium.
129
130
Laying out web content p Fluid, responsive and adaptive design layouts
Z- and F-layouts
The Z- and F-layouts are commonly used in web design to
meet the communication needs of website owners websites
and acknowledge the scanning patterns of their users.
The Z-layout encourages the user to read the webpage in
a Z-shaped path taking in the websites identity, navigation
structure and high-level content before nally resting on a
Call to Action (CTA), normally in the shape of a button or
link. A Call to Action is a prompt and is an essential inbound
marketing technique that tries to turn a user into a customer
by funnelling them down a particular path on a website; for
example, to purchase a product or sign-up for a service.
The F-shape layout is based on an eye-tracking study
by the Nielsen Norman Group (2006), which suggests that
users scanning information tend to read in an F-shaped
pattern; so important information should be placed on
or near this established path. In the study, users rst
horizontally scanned information at the top of the screen,
then made a second horizontal sweep a little further down
and nally took their time to read vertically down the
content on the left-hand side of the screen. It must be noted
that this study focused on heavy designs and search results
so users were scanning rather than actively reading chosen
content, which would aect their reading pattern.
5.325.34 | Z-layout
The Sam Stern cookery website, designed
by Plump Digital, employs a Z-shaped
layout with a more subtle call to action.
It encourages the user to click on the
featured cookbooks sitting proudly on the
shelf to learn more and make a potential
online book purchase.
131
5.355.36 | F-layout
This heat map illustrates
the typical F-shape pattern
created using eye-tracking
software when users scan
search results.
132
Fluid, responsive and adaptive design layouts p Television screen layout and standards
133
134
Fluid, responsive and adaptive design layouts p Television screen layout and standards
5.455.46 | Agile
development
Edenspiekermann
changed the way that
the Red Bull Music
Academy thought about
its service and how its
developed. They applied
agile methodologies to
allow for rapid product
development, frequent
changes and early
adoption of upcoming
trends and standards.
135
Broadcasting standards
While Digital Video Broadcasting (DVB) is an internationally
accepted broadcast standard for the future delivery of
high-denition digital television, it is likely that longer
established regional broadcast standards will continue for
some time to come. There are three widely used regional
standards: PAL, NTSC and SECAM.
PAL (Phase Alternating Line) is used throughout Europe,
South America, Central Asia and Australia.
NTSC (National Television Standards Committee) is used in
North America, Japan and Korea.
SECAM (Squentiel couleur mmoire (sequential colour
with memory)) is used in France, parts of Africa, the Middle
East and Russia.
Although television graphics are commonly created at
72dpi, these standards have dierent image sizes, aspect
ratios, frame rates and even colour gamut ranges.
The following table shows some of the most common
standards and formats for PAL and NTSC. SECAM is not
shown here as it is similar to PAL in terms of dimension
and frame rates.
136
Size
Dimensions in pixels
NTSC
D1
720x486
0.91
29.97
NTSC
D1 Widescreen
720x486
1,21
29.97
NTSC
D1 Square pixels
720x534
1.0
29.97
NTSC
872x534
1.0
29.97
PAL
D1/DV
720x576
1.09
25
PAL
D1/DV Widescreen
720x576
1.46
25
PAL
720x576
1.0
25
PAL
1050x576
1.0
25
HDV/HDTV
1280x720
1.0
25/29.97
HDV/HDTV
1920x1080
1.0
25/29.97
Digital Cinema
Film (2K)
2048x1556
1.0
24/48
Digital Cinema
Film (4K)
4096x3112
1.0
24/48
For denitions of all acronyms above, please visit the full glossary section at the back of this book (pages 200201).
137
Industry perspective:
Matt Verity, TrueView
Sector
Social networking
Digital start-up
TrueView
Core business oer
TrueView is a dating app that enables a user to build a
dynamic and individual prole using everyday social media
interactions, thus providing others with real-life insight to
create more genuine connections with the user.
138
139
App
Site
Log-In
5.575.58 | TrueView
thumbnail sketches for
user interface
Enter details
Log-In
(auto login after first use)
Register
name
address
Demo
age
gender
sexuality
Enter details
Height
Build
Demo
subscribe
Diet
Location (auto)
name
address
bank acc
sort code
Summary
Likes
upload pic
email
username
password
check-in
messages
Confirmation email
confirm password
OUT
IN
search locations
favourites
nearby
not in list
search items
favourites
examples
tell us
Results
Log
tips
Favs
History
local tags
New Checks
Favourite places
dating tips
Top 10
favourite IN log
top 5 checks
View all
settings
places
events
Looking for:
male/female
age
height
Sent
Sign-in
POST
no message
POST
with message
Link
Book
Compose
distance
delete
build
delete
Leave tip
Link
diet
Logged
likes
delete
Profile
logout
Messages
History
Favourite places
favourite IN log
Hub
top 5 checks
Top 30
All checks
add check
settings
edit
delete
Subscribers only
Industry perspective:
Matt Verity, TrueView
Have you had to make any compromises on any
design layout?
I would say compromising has actually been another
positive element to the design process. Having to really
strip the ambition down helps dene the core proposition
of what the app does and helps lter down the design to be
as ecient as possible. It is also a ne balance. The design
of an app is not only about it looking good and owing well,
it is about performance and UX.
What was the hardest part of your design to get right?
That it appealed to both males and females. That it would
be gender neutral, not too masculine and not too feminine.
It is why I redesigned it with a new colour palette.
I wouldnt say it was that hard, but it took me a while
to realize that this is a product that cannot be based on
assumption, but should be built on genuine insight.
140
5.605.61 | TrueView
wireframe for sign-up
process.
5.62 | UI Development
TrueView user interface
design iterations.
141
5.63 | Overview
Overview of main screens
and features.
Workshop V:
Its all news to me
This workshop will help you get to grips with designing
dynamic layouts that adjust for dierent screen sizes.
This paper-based exercise is intended to take a couple of
hours although it could be extended to a day if you wish to
work up your ideas into more polished Photoshop visuals.
Background
The way we access news has changed radically in the last
20 years, from purchasing the morning newspaper and
watching the evening television news to a 24/7 service
where we can access news and information services from
our smartphones.
The media formats for news are also merging; we expect
to be able to access audio and video news articles as well
as text-based services at the touch of button.
Furthermore, the source of our news providers is also
changing as we can receive personalized news about our
friends from their Facebook status updates or hear and see
eye-witness accounts of breaking news stories from blogs,
posts or tweets.
142
Brief
The objective of this workshop is to design an adaptive
home-page layout for a local newspaper website. The
layouts should be paper-based wireframes showing a series
of viewport sizes.
The choice of newspaper is entirely up to you. A local
newspaper is unlikely to have as sophisticated a web
presence as a national news provider, so this is a real
opportunity to investigate both the service they provide
and its design layout.
The screen sizes required are:
1600x1200
browser
1024x768
browser, iPad (landscape)
800x480
Smartphone (landscape)
480x800
Smartphone (portrait)
320x240
feature phone
143
144
Interactive formats
6
6.016.03 | Combining social media
with on-demand services
Yota Play was designed and developed
by All of Us: an interactive lm and
television service in Russia. It is designed
for use over a 4G Internet network and
delivers a cross-platform experience
that combines social media with
on-demand services.
145
Web publishing
146
147
148
149
150
Billboard
(970 x 250)
Portrait
(300 x 1050)
Filmstrip
(300 x 600 visible)
Pushdown
(970 x 90 start)
Sidekick
(970 x 550 expanded)
(300 x 250, 300 x 600, 970 x 250)
(300 x 3000
full size)
(970 x 90 start)
151
6.336.34 |
Namedropper app
Developed by Komodo
Digital, the app allows
nightclub-goers to plan a
VIP night out by adding
their name to guest lists
and rating their nights out.
In return, night club event
organizers build valuable
mailing lists of club goers
and their door sta use the
app to check people in and
out on their guest lists.
152
153
6.35 | Guestlist
Facebook is a key component to the
service; to access the full guest list
functionality, users must sign in via their
Facebook login, which in turn returns
their list of friends. From here, they can
create their own guest lists to as many
nights as they like.
Games
154
6.386.42 | Skoodle
This iPad app enables children to take
pictures or select an image to manipulate
in four easy steps: select a photo,
add stickers, paint and save. To keep
interaction simple, icon-driven navigation
is positioned at the bottom with a clear
right arrow motioning progress to the
next stage.
Childrens games
When designing games or applications for pre-school
children, there are three basic considerations: literacy,
aordance and experience. If interaction or navigation
is unclear, children have a tendency to click or touch
everything in order to provoke a response, so providing
obvious visual and audible cues is critical. It is also
important to remember that a childs interactive experience
is often limited to printed books, so simple page-based
navigation is a solid metaphor to use.
Skoodle is an image manipulation iPad app developed
by Plump Digital that tackles these issues successfully. The
icon-based user-interface also makes good use of standard
multi-touch UX patterns to paint, scale and twist stickers,
which are intuitive for young minds with little ngers!
In contrast to Skoodle, The End for Channel 4 uses highly
sophisticated gameplay in order to challenge adolescents
views about death, belief and science. The popular use
of game dynamics to increase participation in non-game
related subject matter is known as Gamication. The End
encourages teenagers to explore the three game worlds
of Mind, Body and Spirit to reveal their attitudes towards
mortality. Players battle each worlds guardians through
strategic gameplay, puzzles and thought-provoking
questions on a quest to collect prized Death Objects. These
views are presented alongside those of their friends, as well
as those of some of the most important thinkers of our time,
including Gandhi, Descartes and Einstein.
155
6.476.48 | Status
indicators
The glowing backpack is
also a status indicator;
in the rst case, it is used
as an energy bar.
156
Immersive games
Designing user experiences and interfaces reaches another
level of complexity when creating three-dimensional worlds.
Providing the user with intuitive game play and feedback on
their interaction within their environment can be extremely
challenging. Mirrors Edge is a rst-person action-adventure
platform game developed by EA Digital Illusions Creative
Entertainment (DICE) in 2007, in which the player can move
around a city environment running and jumping between
buildings. In early user testing, the game was criticized
for having unclear aordances and very dicult jumps. To
resolve this, unreachable surfaces and buildings were moved
further away, and objects that the player could interact with
were coloured red. While this last feature could be viewed as
unrealistic, the exaggerated use of colour was explained as
runner vision, to give it credibility.
Creating a plausible premise for the presence of graphic
user interface (UI) elements is integral to game narratives
that place a premium on realism. Games that integrate UI
elements within the game world are said to be diegetic
and those that have the UI placed outside or on top of
the game world are non-diegetic. In games that are set
in the future, diegetic UI elements, such as game status
information, are easier to explain by incorporating them as
augmented or head-up-display (HUD) interfaces.
The Dead Space series of sci- horror games is a prime
example; game menus are accessed through computer
terminals within the game world. The realism and horror
is further enhanced by the removal of the ability to pause
the game.
157
6.536.56 | Anthill
Developed by Image &
Form, this is a strategy
game with an intuitive
interface based on the
real-world behaviour
of ants. By drawing
pheromone trails, the
player directs their
ground forces to dierent
destinations, working
with streams of units
rather than individuals.
The game incrementally
builds players knowledge
and skills before putting
their strategic ability to
the test. Each mission is
also time-limited, which is
ideal for a casual game.
158
Casual games
In contrast to the high-premium shrink-wrapped box games,
casual games is a loose term used to describe a plethora
of online games and downloadable phone app games that
have simple rules and require little commitment to play. They
typically appeal to an older and often female demographic.
For these reasons, the user experience and user
interface need careful consideration to appeal to this less
traditional games market. The game must have clear goals
and rules. User interface needs to have instant visceral
appeal and be easy to learn and play. Touch-screen controls
for smartphones and tablets will require much simpler
controls than a PC or dedicated games console.
159
Dual screens
160
6.616.63 | Zeebox
A second screen guide to whats
on TV and much more.
161
TV graphics components
162
163
Interactive television
164
165
166
167
168
169
Industry perspective:
Charles Batho
Client
BBC
Brief
To design an educational game for the Childrens BBC
(CBBC) website on the theme of Create, Play and Share.
Agency
Atticmedia
Solution
Game Builder is an Adobe Flash-based game that allows
children to design and develop their own games and to
share them with others.
170
6.956.96 | Storyboards
Storyboards dene player movement and interaction
with enemies from the outset.
6.98 | Navigation
Early wireframes for the menu and tool navigation.
6.97 | Tutorials
For the tutorial sections, a combined audio and visual
script is required.
6.99 | Animation
Animation demos are generated to help rene character
movements.
171
Industry perspective:
Charles Batho
Were there any other dicult challenges for you
to overcome?
One of the biggest was integrating with the BBCs back
end infrastructure and working with tough moderation
standards. Not only that, all the games and game assets
needed to be held within a custom-made content
management system (CMS) so that the BBC could update
and maintain the games, as well as add or remove media
assets. This was important so that the BBC could refresh
content or moderate and remove user-created games.
172
6.105 | Choosing
The play menu allows the user to choose already created games.
173
6.109 | Sharing
Players are encouraged to share their games with friends via email.
Workshop VI:
One message, many formats
This workshop encourages you to laterally develop
a digital campaign that works across a number of formats.
The workshop is intended as a paper-and-pencil-based
exercise with 60120 minutes recommended for completion.
Background
Online advertising has grown in complexity as fast as
the technology that has enabled it. From a standing start
20 years ago, digital campaigns have grown from simple
banner ads to highly sophisticated campaigns that traverse
both traditional and online media. The latter has become
particularly attractive for advertisers, as it can be precision
targeted towards its intended audience and has the
additional benet of being a relatively low-cost medium,
particularly if a campaign goes viral.
In 2010, Ashley Ringrose, founder of digital agency Soap
Creative, gave a presentation at Advertising Ages digital
conference, where he presented six foundations for successful
digital campaigns, which he identied as: Interactive,
Customizable, Contextual, Entertaining, Playable and Useful.
These foundations will form the basis of this workshop.
174
Brief
Your brief is to design a digital campaign to sell one of the
following products to a particularly challenging audience:
Coals to Newcastle
Coee to Colombia
Owls to Athens
Sand to Arabs
Snow to Eskimos
Tea to China
These products and their intended audience are based
on famous idioms or phrases. You may want to research
their origins before beginning the task! The following steps
will focus on Ashley Ringroses six foundations in order to
create a digital campaign.
Step 1 Interactive
Select one of the idioms above as the basis for your
campaign. Your rst challenge is to design a banner ad.
Your concept should encourage the user to click on the ad,
as interactivity with a banner increases brand recall by over
60% according to Barnum Sulley Research (2010). You may
choose either a horizontal or a vertical banner ad and draw
simple sketches for your concept.
6.111 | Owls
to Athens
These sketches by
Max Holford illustrate
concepts for the Owls
to Athens campaign
formed from the six
steps.
Step 2 Customizable
Ads that encourage the user to customize them by entering
data their location, age, etc or by moving sliders will
increase the users interest, particularly if there is a quick
reward for their interaction. Draw another concept that
tempts the user to customize the ad.
Step 3 Contextual
Sometimes, the media placement of an ad is just as
important as the creative concept. Ads that take full
advantage of the context in which they are placed will also
encourage user interaction. Think about the websites on
which you would place your ad. Write them down.
Design another ad that could be designed around the web
pages content.
Step 4 Entertaining
Moving away from banner ads, viral campaigns in the form
of emails or text messages that are thought-provoking or
entertaining will be remembered and shared. Try to think
of the kinds of emails that you have received and found
entertaining and then passed on to friends were they
jokes, hoaxes or links to amazing videos? What would work
for your campaign? Sketch it out.
Step 5 Playable
Imagine designing a game for your campaign. In 2011,
Lady Gaga released Gagaville on Facebook, a customized
version of the popular casual game Farmville to promote
her new album. What game could you modify for your
campaign? Draw some screenshots of your game to show
how the game could be modied.
Step 6 Useful
Some campaigns create useful services for their users that do
not necessarily have any direct link with the product they are
trying to sell. These campaigns tend to build anity with a
brand and customer loyalty rather than direct sales.
Think carefully about your audience. What would they
most value? What would interest them? It may be a sport or
leisure activity, or a culturally signicant event or a festival.
Imagine what service you could provide them in the form of
an app or website.
175
This nal chapter focuses on the successful presentation of projects and the
creation of portfolios to promote design work. The rst half of this chapter will
discuss the preparation, benets and tools required to produce both digital and
physical presentations. The second half will focus on the promotion and showcasing
of design work. It will also mirror the rst half by highlighting the advantages and
requirements for the creation of both digital and physical portfolios.
176
7.017.05 | Presentation
This chapter draws on work produced by
both established design agencies and
design students. Easy-to-use digital design
tools and inexpensive online promotion
are visually narrowing the gap between
the skilled novice and the seasoned
professional. However, experience is
a huge dierentiator when it comes to
the verbal presentation of concepts and
delivery of complex projects.
177
178
179
180
181
Digital presentations
7.397.50 | Revel a
social food app
This is a student project
by Ryan Coupe, Luke
Emmerson and David
Ingledow. This concept
and early development
presentation authored in
Keynote explains their
concept, visual research,
identity development,
initial paper prototyping
and project timeline.
182
183
Physical presentations
184
185
Creating portfolios
186
187
188
Template-based websites
Communal websites
Adobe Dreamweaver
blogger.com
behance.net
Coda 2 Panic
cargocollective.com
carbonmade.com
drupal.org
designrelated.com
Komodo Edit
indexhibit.org
deviantart.com
joomla.co.uk
dribbble.com
Notepad++
vbulletin.com
ickr.com
TextEdit
wordpress.org
hunie.co
189
190
Analogue portfolios
Printed portfolios are naturally great for showing
print-based work where the choice of materials and nish
are paramount. They are also extremely robust as they
do not rely on technology to view them, making them
impervious to computer hardware or software failure, lack
of power or Internet connection and overly bright lighting
conditions! For these reasons alone, it is always advisable
to create a paper-based portfolio as a backup. A4 is a handy
size, but A3 is better as spreads are large enough to create
impact and to display a number of images on a single page.
Printed portfolios are generally presented in person;
however, designers looking for work are often asked
to leave their folios for art directors to view at their
convenience. In either case, the portfolio needs to speak
for you. Work should be clearly and consistently labelled
and explained, and projects chosen for inclusion should
be relevant to the client or studio that you are visiting.
Select the most relevant work for your prospective client or employer.
191
Industry perspective:
William Lidstone, Razorsh
Agency
Razorsh
Project
Storytelling workshop and presentation slide deck
for Razorsh sta to improve their pitch and
presentation planning.
192
7.787.79 | Storytelling
These graphics were created by Razorsh to illustrate
William Lidstones storytelling workshop, which is
designed to help Razorsh employees pitch ideas with
a greater degree of professionalism and success.
One of your rst slides in the deck is: Listen carefully, then
tell them what they want to hear can you expand on this?
This is a golden rule. The most important skill when
presenting work is to listen to your audience and to focus
what youre saying on their feedback, not what you think
they want to hear. When things go wrong, its usually because
people have decided how theyre going to tell a particular
story but dont then gather feedback from the room; for
example, if someone is dgeting or obviously bored yet the
presenter ploughs on regardless.
You also may a big point of telling the client something
they dont already know. Is that to demonstrate
your expertise?
Yes, if you sit down with a smart marketing client and
then explain to them how marketing and advertising has
changed over the last ve years, you end up patronizing
them. Finding something that they dont already know is a
guaranteed way of surprising them and, yes, showing them
that you can lead people on a journey, which is going to be
exciting and that they couldnt go on merely by themselves.
193
Industry perspective:
William Lidstone, Razorsh
You talk about the value of creating video research,
such as vox pops and eye-tracking studies why is
this important?
When you commit something to video, it has an inherent
authenticity. Its the as seen on TV eect. We could
present a whole bunch of feedback from a survey or
statistics from an eye-tracking study, but the moment
we commit them to video it feels more authentic; clients
believe in real people and in my experience they pretty
much never ever question it.
How do you plan your presentations?
I use white boards and write the story in the rst couple of
days of receiving the brief so we all know what weve got
to do. From here, well know what primary research has to
be done and will have some idea of the creative content.
You know when your presentation is and how long its going
to be so you can work backwards and begin to answer the
question. You dont need a huge amount of detail, but enough
for everybody to agree that this is the right way forward.
194
195
Freytags pyramid
Exposition
(Introduction)
n h)
tio ac
ac ro
ng pp
lli l a
Fa nica
ch
(Te
Workshop VII:
Perfect pitch
Ri
s
(R ing
es ac
ea ti
rch on
)
Climax
(Creative concept)
Dnouement
(Summary)
Background
The design of a presentation can be a bewildering prospect,
particularly when no specic content requirements or
structure have been dened. Gustav Freytags pyramid
illustrating the dramatic structure of a play or lm provides
us with a successful template that can work well for a
presentation, too.
Just like a play, we start with an introduction to the
characters in the form of user personas. Next, the dilemma
(design problem) is dened before background research
and analysis are highlighted. Tension builds towards
creating a climax when a solution is presented, followed by
a reassuring explanation of how the technical delivery will
be achieved before a nal summing up round of applause,
the audience is happy, bring down the curtain.
Brief
To design a pitch for a forthcoming presentation or to
reconstruct a previous one to see how it could have
been done better. For the purposes of this workshop, the
presentation should last no more than ten minutes and
should incorporate some form of digital presentation tool:
for example, Apple Keynote or Microsoft PowerPoint.
196
3
4
Step 4 Timing
You have been given just ten minutes, so rene your
presentation content by working out how many slides you
can reasonably show and what their key points should be.
You need to capture the audiences attention, then retain it;
a rule of thumb is 3060 seconds per slide.
If you intend to use video or require a more participatory
demonstration (for example, playing with a new app), the
duration needs to be factored into your presentation.
197
The word conclusion tends to suggest that over the course of this
book there has been a steady building of a methodical argument
towards an inevitable judgement, or that the pieces of a complex
puzzle have meticulously been rearranged until it has reached a
satisfying completion. However, in the spirit of participation, or
interaction if you will, I want to ask you what do you feel is the
natural conclusion?
To try and summarize the learning in this book, it began with the very basics of how
to research interactive projects and explained some useful design development
processes. It touched on the complexities of semiotics and integrated the timeless
principles of typography and layout with the latest digital practice. It has showcased
a wide variety of interactive and design projects, and discussed some of the key
concepts and principles of interaction that underpin them. It has also attempted to
give insight into how to eectively present design and interactive work.
Over the course of nearly 200 pages and 600 images, this book has featured
the work of many individuals, groups, large agencies and small studios from
around the world, some of whom are famous, others relatively unknown. Not
all of the work featured is interactive, nor is all of it award-winning, but what
binds it together is that it is all good work that exemplies great practice and a
dedication to getting things right.
With all this content covered, I hope that the subject of interactive design
has been made clearer, and that it appears a little magical and not so shrouded
in mystery. I hope that research is seen as a creative process and that we work
with personable users, not faceless audiences. I hope that new developments in
technology are not so daunting, but inspire new creative opportunities, and the
tools we use to design great projects involve interaction with people as much as
the need to hone digital craft skills.
Above all, I hope that the experience of reading these chapters has conjured
not just thoughts but feelings and that, just as with interactive design itself, this
book has been both useful and pleasurable.
198
Conclusion
199
Glossary
200
Glossary p Bibliography
Bibliography
Arden, P. (2003) Its not how good you are, its how
good you want to be. London: Phaidon.
201
Web references
Arthur, C. (2011) How the Smartphone is Killing
the PC. The Guardian. Available at: http://
www.guardian.co.uk/technology/2011/jun/05/
smartphones-killing-pc (Accessed: 25 November
2012).
Brandon, J. (2010) Understanding the
Z-Layout in Web Design. Available at: http://
webdesign.tutsplus.com/articles/design-theory/
understanding-the-z-layout-in-web-design/
(Accessed: 24 November 2012).
Browser Display Statistics. Available at: http://
www.w3schools.com/browsers/browsers_display.
asp (Accessed: 1 October 2012).
Canalys (2012) Smartphones Overtake Client PCs
in 2011. Available at: http://www.canalys.com/
newsroom/smart-phones-overtake-client-pcs-2011
(Accessed: 25 November 2012).
Cisco Visual Networking Index: Forecast and
Methodology, 2011-2016. Cisco. Available at:
http://www.cisco.com/en/US/solutions/collateral/
ns341/ns525/ns537/ns705/ns827/white_paper_
c11-481360_ns827_Networking_Solutions_White_
Paper.html (Accessed: 10 Jan 2013).
Contrast (Minimum): Understanding SC
1.4.3. Available at: http://www.w3.org/TR/
UNDERSTANDING-WCAG20/visual-audio-contrastcontrast.html (Accessed: 15 Mar 2013).
Exon, M. and Flood, R. (2010) Design Industry
Insights. Design Council. Available at: http://
www.designcouncil.org.uk/publications/industryinsights-2010/ (Accessed: 10 Jan 2013).
Gestalt psychology (2012). Available at:
http://en.wikipedia.org/wiki/Gestalt_psychology
(Accessed: 23 November 2012).
Govan, P. (2008-01-23) Older Family Gaming
Market. Available at: http://www.gamepeople.
co.uk/familygamer0105.htm (Accessed:
15 Mar 2013).
How to Calculate Color Contrast from RGB
Values. Available at: http://www.had2know.com/
technology/color-contrast-calculator-web-design.
html (Accessed: 15 Mar 2013).
IBOPE (2012) In Brazil, 43% of Internet Users
Watch TV While Surng. Available at: http://www.
ibope.com.br/pt-br/relacionamento/imprensa/
releases/Paginas/No-Brasil-43-dos-internautasassistem-a-TV-enquanto-navegam.aspx (Accessed:
15 Mar 2013).
Johnston, J. (2010) The Grid System Made Easy.
Available at: http://sixrevisions.com/web_design/
the-960-grid-system-made-easy/ (Accessed:
15 Mar 2013).
202
Useful resources
UI design patterns
graetopia.com
konigi.com
patternry.com
patterntap.com
ui-patterns.com
welie.com
User experience
boxesandarrows.com
iainstitute.org
nngroup.com
usability.gov
uxbooth.com
uxmatters.com
Bookmarking tools
delicious.com
digg.com
pintrest.com
reddit.com
stumbleupon.com
twitter.com
Image libraries
123rf.com
corbisimages.com
fotolia.com
gettyimages.com
istockphoto.com
shutterstock.com
Motion graphics
artofthetitle.com
awn.com
motionographer.com
motionserved.com
motionspire.com
videocopilot.net
Web design
24ways.org
alistapart.com
netmagazine.com
smashingmagazine.com
thenextweb.com
w3schools.com
Colour
colorschemedesigner.com
colorsontheweb.com
colourlovers.com
kuler.adobe.com
pictaculous.com
web.colorotate.org
Wireframing tools
Adobe InDesign: adobe.com/indesign
Adobe Illustrator: adobe.com/illustrator
axure.com
balsamiq.com
Microsoft PowerPoint: oce.microsoft.com
protoshare.com
Communal websites
behance.net
carbonmade.com
designrelated.com
deviantart.com
dribbble.com
hunie.co
Design inspiration
artofthetitle.com
awwwards.com
designarchives.aiga.org
dribbble.com
stumbleupon.com
thefwa.com
Typography
ilovetypography.com
tdc.org
typographica.org
typophile.com
webtypography.net
welovetypography.com
Guidelines
Android design guidelines for app development:
developer.android.com/design/index.html
Apples human interface guidelines for iOS app
development:
developer.apple.com/library/
ios/#documentation/UserExperience/
Conceptual/MobileHIG/Introduction/
Introduction.html
BBCs Global Experience Language design
guidelines for television and web: bbc.co.uk/
gel/
Internet Advertising Bureau provides guidelines
and supports creative standards: iab.net
Microsofts usability guidelines: msdn.microsoft.
com/en-us/library/bb158578.aspx
Design portfolios
behance.net
carbonmade.com
cargocollective.com
deviantart.com
sohosoho.tv
topinteractiveagencies.com
203
Index
204
D1 200
dadaism 119
Dare 33
Dead Space 3 156, 157
Death of the Author 78
decision-making, and market research
16
Deck, Barry 120, 121
deconstructed graphic design 120
Eastman Tritan 57
element sheets 1467
elevator control system 645
Elfaki, Husam 188
El Lissitsky 119
Emotional Design: Why We Love
(or Hate) Everyday Things 46
end board/end credit promotion 162
ethnography 200
e-Types 11, 11013
evaluation, heuristic 589
Event sta app 153
experiential design 166
Eye-Bee-M Poster 120
Facebook 153, 167
Farbkreis (Colour Wheel) 71
feature phones 153, 200
feedback, design development 589
Fibonacci sequence 125
Field IO 86
le size, online advertising/banners
formats 150
xed layouts 132
FlashForward 79
Fling, Brian 152
ow 158, 200
ow diagrams 64
uid grids 133
uid layouts 1323
focus groups, user research 20
focus, of projects 15
Fontbook 2.0 967
Fontfonts website 98
font hinting 106
FontLab 111
fonts 92
Foto-Qualitt, IX.1.2 119
4oD interface 165
frame rate 200
Franklin Gothic, typeface 118
Freemind 35
F-shape layouts 1301
functionality development,
interface design 48
GameBuilder 170, 1723
games
casual games 158
childrens 1545, 1703
diegetic/non-diegetic 157
immersive 157
industry perspectives 1703
interactive formats 1549
gamication 154, 200
gamut ranges, colour systems 73
Garbergs 151
Gardiner-Richardson 185
Generative Design 67
generative typography 105
Gestalt Law of Symmetry 122
Gestalt Laws of Closure and Similarity
122
gesture/interface taxonomies,
mapping 60
Get Into Newcastle website 501,
1467
Get Real 80
Getty Images 82, 83
globalization
and colour 69
and imagery 102
global navigation 44
glyphs 92, 106
goals, presentations 178
Golden Section 125
Google Analytics 18
Gottlieb Paludan Architects, website
112, 113
grain harvesting 389
graphics components, television 1623
Greiman, April 120
grids and layout 11643
uid/responsive/adaptive layouts
1325
grids 1267
history 11821
industry perspectives 13841
laying out web content 1301
principles of composition 1225
screen-based interaction 11
screen size and layout 1289
television layout/standards 1367
workshop 1423
Gropius, Walter 119
Guestlist, Facebook 153
guidelines 207
HDTV 137, 200
heads-up-display (HUD) interfaces
156, 157
Herman Miller 80
Hero pitch box 178
heuristic evaluation 589
hexadecimal values 73
High Denition Television (HDTV)
137, 200
high-delity prototypes 501, 53
Hitachi 60, 63
Hitman project 111
Homeless banners 151
How to be a Graphic Designer without
Losing Your Soul 186
How We Built Britain 102
HTML5 132, 149, 200
Hue, Saturation and Brightness (HSB)
colour model 71
hyphenation 99
IBM 120
iconography, interface design 49
icons 77, 78, 153
idea, term 200
identity guidelines 163
idioms, and interface design 47
images see also colour and image
encoding/decoding 769
format selection 81
image libraries 823, 206
literal/metaphorical/abstract 89
preparing 801
for television 80
type as 1013
for web 81
Imaginary Forces 80
immersive experiences 166
immersive games 157
Immersive Living 27
immersive pseudo 3D 154
ligatures, examples of 93
line length, typefaces 98, 99
literal images 89
literal signs 77
literature reviews 16
Little Printer, Berg 9
local navigation 44
logos, interactive 7, 847
lossless 201
lossy 201
Lost & Found, Disney Fairies 154
low-delity prototypes 50, 52, 54
Madere 48, 49
magazine design, eBooks 11415
Maritime Museum of Denmark
website 112
market research 1619
brand matrices 17
competitor analysis 18
context/literature review 16
dened 16
diabetes 269
questionnaires/surveys 17
web analytics 18
mastheads 115
McCoy, Katherine 120, 121
menu, television 162
metaphorical images 89
metaphorical search engine 45
metaphors 77
in app design 47
visual 63
Metro 47
mind maps, conceptual thinking 35
Mindnode 35
Mirrors Edge 157
Mobile Design and Development 152
mobile devices
interactive design 1523
and layout 128
Mobile Rising Stars Ad Units 1501
modding 201
modernism 1201
modular grids 126
Moholy-Nagy, Lszl 119
monochromatic interfaces,
small screens 108
monochromatic schemes, colour 74
moodboard desktops 25
mood boards 63
Moodstream brainstorming tool 82
Morris, William 118
Moving Brands 10, 20, 48, 60, 63,
70, 1789
Mller-Brockman, Josef 120
Multinet 845
music, Interactive Music
Installations 168
myFry 33
Namedropper app 152
Nappula project 14
Nation 69, 117, 127
navigation systems, interactive
design 445
negative space 122
network mapping exercise 29
Neue Helvetica typeface 94
Newcastle Science City 129
205
206
script typefaces 95
SDTV 201
search engines 45
searching aids 45
See Read poster 121
semiotics 767, 78
serifs, typefaces 95, 104
service denition 14
seven mass media 152, 201
Shadow Cities 43
shape/space, composition of layouts
122, 123
sharing functionality, interface design 48
signiers/signied 778
signs, encoding/decoding 768
site mapping, tools/resources 42
site maps 202
interactive design 423
size/scale
composition of layouts 1223
online advertising/banners formats
150
sketchbooks 22
sketchbooks/blogs, visual research 23
skeuomorphic design 47, 201
slab serifs, typefaces 95
smart Interaction features 165
smartphones
clickable areas 153
and cultural probes 21
interactive formats 152
term 201
typefaces 1089
Smart Urban Spaces 14
Smith, Nathan 126
Soap Creative 174
social media, and on-demand
services 145
social networking
industry perspective 13841
and television 166
Solutionism 36
Sony Reader 108
Soundprism 46
spaces, positive/negative 122
split complementary schemes, colour 74
Spotify 8
square/non-square pixels 137
Stadsmission 151
Standard Denition Television 201
StarPlayer football app 160, 161
static pages 42
status indicators 156
Sticky Wisdom 35
sting, television 162, 201
Stop Noise Polution poster 120
storyboards/storyboarding 50, 567,
170
storytelling workshop 1925
stresses, typeface 93
Sunderland College website 1323
SuomiTV 52
super families, typefaces 94
SurveyMonkey 17
surveys, market research 17
Syfy Channel 163
Syfy Sans, typeface 163
symbols, typefaces 95
symbol, the 78
system ow, ow diagrams 64, 65
tablets
interactive design 1523
typefaces 1089
task ows, interactive design 423
taste after taste, workshop 889
technology, and creativity 12
television
colour for 72, 73
future of 52
graphics components 1623
images for 80
indents 161, 162
interactive 1645
screen layout/standards 1367
Standard Denition Television 201
and type 1001
Telstra Connected Home commercial
72
template-based sites, portfolio
websites 189
Template Gothic 121
Ten Usability Heuristics 59
term, depicting a 88
text hinting 106
text, smartphones 153
texts, open/closed 78
The End, Channel 4 1545
3D printing 201
3 Dreams of Black 1489
title safe area 136
title sequences
television 162
term 201
Tommy portfolio site 75
tracking, letter spacing 93
tracking, typeface 98, 99
Trend Bible rebrand 185
triadic schemes, colour 74
TrueView 138
Tschichold, Jan 119, 125
TVE 159
type
as image 1013
and television 1001
typefaces 92
Arts and Crafts 118
categories of 95
leading/tracking/line length/
alignment 989
legibility/readability 989
measuring 92
Neue Helvetica 94
sans serifs/serifs 95, 104
selection 98
stresses 93
Syfy Sans 163
styles/weight 94
Template Gothic 121
typographic abstraction 103
Typographic Process, Nr 4. 120
Typographic Signs 120
typographic textures 101
typography, digital
see digital typography
Uber Digital 57
Udesign Studio website 81
Universal Ad Package (UAP) units 150
Urban Flow 54, 55
Urbanscale 54
Picture credits
usability principles 59
Usefull app 196
User Behaviour Concept 52
user contexts, mapping key 60
user experience designers 202
user experience (UX) 12, 61, 63, 141
design patterns 128, 202
simplication 61
term 202
workshop 13
user interface designers 202
user interface design (UI) 61
games 157, 159
patterns 54
Trueview 140
UI pattern 202
UI toolkit 62
user journeys 63
user research 201
see also user-testing
users
individual 10
understanding user needs 64
see also user research
user-testing 589, 172
see also user research
ustwo 164
Van Doesburg, Theo 118, 119
vector graphics, smartphones 153
video jukebox 136
video prototyping 545, 63
video research 193
viewports 133, 202
Visceral Games 156
visible colour gamet 73
visual metaphors, user interface 63
visual research 225, 63
visual tone of voice 63
Visual Vocabulary 42
Warde, Beatrice 119
web
colours 89
images for 81
type on the 1067
web 2.0 technologies 82, 132, 202
web analytics, market research 1819
web authoring tools 207
web content, laying out 1301
web experience, enhanced 1489
web fonts 106, 132, 149, 202
web metrics 18
webpages
industry perspectives 11013
ranking competitors 19
web publishing 1467
website design 132
websites
colour for 73
content of/portfolios 1867
eectiveness of 1819
mapping of 423
Weingart, Wolfgang 120
Weniger Lrm Poster 120
Wet Magazine 120
What If?, conceptual thinking 35
What If? Innovation Partners 35
Widows/Orphans 99
Windows 8 47
wireframes
creating 505
elevator wireframe interface 65
interactive design 39
wireframing tools 54, 207
workshops
and brand matrices 17
brand/user experience 13
connected life 301
The Cube 645
day-care centre 14
Its all news to me/accessing news
1423
Semi-precious (eBook magazine)
11415
system ow/wireframe interface
645
Taste after taste 889
World Wide Web Consortium (W3C) 124
WSIWYG editors 189
Yossarianlives.com 45
Yota Play 145
YouView 202
You vs. John Paulson 1045
Zeebox 160
Z-layouts 1301
Images courtesy of: 2013 with express permission from Adobe Systems
Incorporated: 74 | AKQA: 161, 166, 167 | Amazon: 109 | artqu/123RF Stock
Photo: 82 | Audi AG: 199 | AllofUs/Yota Play: 145 | Timo Arnall, BERG
(bergcloud.com): 9 | bagiuiani/123RF Stock Photo: 82 | Bibliothque Design:
6, 84, 85, 86, 87 | Blacknegative: 149 | Boondoggle : 150 | Bridgeman: 119 |
Mark Blythe: 36 | British Broadcasting Corporation (BBC): 56, 73, 100, 102,
170, 171, 172, 173 | 2013 CIID 213: 26, 27, 28, 29, 40, 41 | Jason Bishop,
Sony Electronics Corp.: 108 | Cienpies/123RF Stock Photo: 82 | Rob Cleaton :
22, 23 | Courtesy of Carte Blanche Films: 101 | Ryan Coupe, Luke Emmerson,
David Ingledow: 176, 182, 183 | Channel Four Television Corporation:
164, 165 | Matt Chea, 2009: 121 | cokemomo/123RF Stock Photo: 88 |
ColorSchemeDesigner.com: 74 | Image Copyright Arno van Dulmen, 2013
Used under license from Shutterstock.com: 77 | Dare: 33 | Dribbble LLC: 24 |
Edenspiekermann: 46, 47, 58, 98, 134, 135, 186, 187 | Dead Space 3 images
used with permission of Electronic Arts, Inc.: 156 | Mirrors Edge images used
with permission of Electronic Arts, Inc.: 157 | Luke Emmerson: 84, 85 | Husam
Elfaki: 176, 188 | elisanth/123RF Stock Photo: 82 | e-Types/Playtype: 11, 91,
106, 107, 110, 111, 112, 113 | Fairly Painless Advertising and Imaginary Forces:
80 | FontShop AG: 94, 95, 96 | Lise Gagne/123RF Stock Photo: 78 | Garbergs:
151 | Gardiner-Richardson: 184, 185 | Getty Images: 83, 118 | Zara Gonzalez
Hoang: 34 | Google and the Google logo are registered trademarks of Google
Inc., used with permission: 18 | Maylin Gouldie/Red Bee, maylingouldie.co.uk:
56 | Max Holford: 175 | Max Holford, David Ingledow, Ella Rasmussen: 30, 31
| hypermania2/123RF Stock Photo: 88 | Hattula Moholy Nagy/DACS 2013:
119 | Image & Form: 158 | iStockphoto.com/ilbusca: 77 | iStockphoto.
com/RypeArts: 77 | David Ingledow: 143 | Kinetic Design & Advertising Pte
Limited: 11, 117 | Komodo Digital: 50, 51, 81, 129, 132, 133, 146, 147, 152,
153, 180, 181 | Kotoc: 159 | Igor Mitin: 76 | McKinney and Urban Ministries
of Durham: 104 | Mahifx.com: 105 | David McCandless and Always With
Honor, InformationisBeautiful.net: 68 | Katherine McCoy/ Photography by
Robert Hensleigh and Tim Thayer: 120 | James Medcraft/onedotzero: 168,
169 | A Milk+Koblin Project, copyright: Chris Milk, and Aaron Koblin, Google:
Cover, 148 | Moving Brands: 10, 20, 21, 48, 49, 60, 61, 62, 63, 70, 178, 179 |
Mller-Brockmann, Josef (b. 1914): Weniger Lrm (Less Noise), 10 x 12 (1)
(A) 1960. New York, Museum of Modern Art (MoMA). Oset lithograph, printed
in colour, 50 1/4 x 35 1/2 (127.6 x 90.1 cm). Acquired by exchange. 513.1983
2013. Digital image, The Museum of Modern Art, New York/Scala, Florence:
120 | Nation London Ltd.: 69, 117, 127 | Nordkapp: 13, 14, 43, 52, 53, 54, 55 |
oksun70/123RF Stock Photo: 88 | Onformative: 105 | Onformative/Interbrand:
10, 67 | Plump Digital: 13, 17, 19, 44, 131, 154 | Julius Popp: 103 | Precedent: 38,
39 | Preloaded: 155 | Proud Creative Limited: 162, 163 | Psyop: 72 | Paul Rand
Revocable Trust: 120 | Razorsh: 192, 193, 194, 195 | Reactive: 79, 122, 123,
124 | Santosh Rudra: 115 | Santosh Rudra , Dustin Roxborough: 196, 197 | Lukas
Schrank: 177, 190, 191 | Spotify: 8 | Jamie Steane: 16, 18, 25, 35, 64, 65, 131,
136 | SurveyMonkey: 17 | Tschichold, Jan (1902-1974): Die Frau ohne Name (The
Woman Without Digitale (1)(A) a Name), 1927. New York, Museum of Modern Art
(MoMA). Oset lithograph, 48 3/4 x 34 (123.8 x 86.4 cm). Peter Stone Poster
Fund. Acc. n.: 225.1978. 2013. Digital image, The Museum of Modern Art, New
York/Scala, Florence: 119 | TrueView: 138, 139, 140, 141 | Will Tunstall, Chris
Edwards and Marcus Foley: 75 | Uber Digital: 57 | Designed by April Greiman
& Jayme Odgers; Photography by Guy Webster; Art Direction by Leonard Koren.
Copyright 1979 Wet Magazine (Leonard Koren): 120 | Weingart, Wolfgang
(b. 1941): Typographic Process, Nr 4. Digitale 93 (1)(A) Typographic Signs,
1971-72.. New York, Museum of Modern Art (MoMA). Lithograph, 34 1/2 x 24 1/4
(87.6 x 61.6 cm). Printer: G. Gissler Basle. Juerg Zumtobel Purchase Fund. Acc.
n.: 264.2002.4. 2013. Digital image, The Museum of Modern Art, New York/
Scala, Florence: 120 | YossarianLives!: 45 | Zeebox: 160
All reasonable attempts have been made to trace, clear and credit the copyright
holders of the images reproduced in this book. However, if any credits have
been inadvertently omitted, the publisher will endeavour to incorporate
amendments in future editions.
207
208