The Fundamentals of Interactive Design
The Fundamentals of Interactive Design
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ISBN 978-2-940411-86-3
10 9 8 7 6 5 4 3 2 1
4
Chapter 5: Motion Graphics and Conclusion 180
Shareable Media 112 Glossary 181
Motion and interactivity 114 Bibliography 188
Augmented reality 126 Index 190
Video and motion graphics 130 Picture credits and acknowledgements 192
Interview: Krystal Schultheiss, motion Working with ethics 193
graphics designer 134
The video production process 136
Viral videos 140
Social media 146
Interview: Steve Smith,
senior developer 148
Case study: pq-eyewear website 150
Project: Create a campaign for a
TV series 154
5
Introduction
The Fundamentals of Interactive Design provides an introduction to the key
principles of designing for interactive media. The presence of interactive media
is increasing in every aspect of our lives from using a web browser to read about
events, to buying music and playing video games (on consoles or on the Web).
Digital interactive media is also social media (Twitter, Facebook, Google+); it’s how
we’ve begun to interact with each other and communicate. Interactive design is
inherently non-passive, it is media that is delivered to an audience to be actively
engaged with, played with, commented on, or sent on to others. It’s a new approach
to design, marketing and advertising, and it’s a two-way conversation. The focus of
this book is to take you step by step through each stage of the creative process – from
inspiration to practical application of designing interfaces and interactive experiences.
It provides an overview of the state of the art and the ongoing evolution of digital
design, from where it is now to where it’s going in the future.
The very nature of interactive hardware and software is always to change, update
and improve. As such, it is difficult to get a firm handle on where interactive design is
going. This book concentrates on those core elements and best practices required to
create an ‘agile designer’, one who can adapt and change with new developments.
Nothing in the design world is immune to changes in taste and technology, but as
with all disciplines interactive design has principles that transcend the medium.
Design, at its core, is about communication, independent of the medium or media.
Increasingly, interactive design’s focus is on creating an experience through narratives
and emotional connections. This approach is much the same in graphic design and fine
arts, but interactive media allows for two-way communication and creates connections
between brands, products and their audiences. How designers accomplish the goal of
creating media that engages, entertains, communicates and ‘sticks’ with the audience
is the focus of the first chapter of this book. In subsequent chapters, we examine
some of the wider principles and media that are inherent to interactive design and are
increasingly central to the world of marketing and advertising (can you think of any
big companies who don’t have a website or a Facebook/social media ‘Like’ button?).
For the first time, a brand or company can communicate with their customers or fans
(often via community managers who are employed to look after these relationships)
in two-way conversations that build trust and brand loyalty.
6
Introduction
//start
7
1.1
Chapter 1:
Interactive
Design as a
Discipline
1.1 Kaiser Chiefs // Specialmoves and Wieden+Kennedy
A detail from the Kaiser Chiefs’ innovative album launch website
created by Specialmoves (UK) and Wieden+Kennedy (UK).
The project connected fans to the band by enabling them to
create their own version of the album and its artwork (see page 32).
Interactive Design as a Discipline
10
What is interactive design? What does an interactive designer do?
1.2 1.3
1.4 1.5
1.6 1.7
11
Interactive Design as a Discipline
1.8
12
What is interactive design? What does an interactive designer do?
1.9
1.10 1.11
1.12 1.13
13
Interactive Design as a Discipline
1.14 1.15
1.16 1.17
14
What is interactive design? What does an interactive designer do?
1.18
1.19 1.20
15
Interactive Design as a Discipline
1.21
16
What is interactive design? What does an interactive designer do?
1.22
1.23 1.24
1.25 1.26
17
1.27 1.28
1.29 1.30
1.31
18
What is interactive design? What does an interactive designer do?
1.32 1.33
I love art but can’t draw I love the beach but I love fries but hate I hate sci-fi and make
hate sand. potatoes. believe but I love Harry
Potter!
1.34
19
Interactive Design as a Discipline
Designing engagement
All visual communication is about impact, audience engagement and the
communication of a message. Interactive designers will experiment and innovate
by using different technologies to engage the audience in new ways. The focus is on
creating positive experiences for the intended consumer. This is fairly straightforward
in traditional media, such as television or print. However, in interactive design the
medium crosses many creative boundaries, from product design (the interfaces on
MP3 players or TVs) to the Web, gaming, mobiles and tablets. All of these media
operate in different spaces that need to be considered.
Whether creating a product for a single platform or multiple platforms, designers
still have to address the experience that the audience will have and how it will differ
from competitors. The design team will have to ask themselves: what is the difference
between a mobile experience and a television experience? Is one experience richer
than the other or are they just different? Where do people use interactive media?’
An interactive media designer uses multiple experimental and cognitive skills to create
a deep and engaging experience for a client’s intended audience. (User experience
design – also known as UX design – is covered in detail in chapter 2.)
20
What is interactive design? What does an interactive designer do? Interview: Darrell Wilkins, creative director
1.35
21
Interactive Design as a Discipline
1.44 1.45
1.46 1.47
1.48 1.49
What is interactive design? What does an interactive designer do? Interview: Darrell Wilkins, creative director
1.44–1.50
Concentration and passions Hans Brinker Budget Hotel
In interactive design it’s imperative that designers keep up with advances in their // KesselsKramer
discipline. A passion for technology and innovation, along with forward-thinking, The Hans Brinker Budget Hotel
imagination and the ability to generate great ideas are what make a successful in Amsterdam is famous for its
interactive designer. advertisement as the ‘Worst
Universities and colleges offer a wide variety of courses within the interactive hotel in the world’. As part of
media field and students on these courses are encouraged to build a portfolio that a campaign, KesselsKramer
(Netherlands) created an
best reflects their passions and abilities – this could be in game design (creating games
interactive virtual receptionist
that engage, educate or entertain), interface design (for mobile devices, the Web or
who seems to react live to users’
products), physical computing (using sensors, motors and computers to create an requests for help. This playful,
interactive sculpture or animatronics) or it could be in application design (for example, humorous site dares users
Android apps and iPhone apps). to interact with the grumpy
receptionist and the outcome
Teamwork is often quite negative (but
Having passion and a solid skill set is good, but design is a collaborative process. funny). This project fits well
Although interactive designers must be aware of the many aspects of their medium, with the wider brand identity
by creating an engaging
no one designer is expected to know everything. To be able to create an innovative
experience that has multiple
or engaging solution to a design problem, designers work in teams. Many voices are
combinations of questions
required to launch a great project, so it is crucial that interactive designers are able to with multiple responses.
work well with others. When creating a design solution, it‘s the ability to conceptualize
and present ideas coherently and passionately that is important. Once a team has a
direction and a design solution is agreed on, additional project members are brought
in for particular tasks, and to achieve specific goals (e.g. artists, coders, animators and
interface designers). The interactive designer has to be able to work with these groups
to realize the vision of the project.
1.50
23
Interactive Design as a Discipline
24
What does an interactive designer do? Interview: Darrell Wilkins, creative director The design document
1.51
1.52 1.53
25
Interactive Design as a Discipline
All design documents are different but should generally include these subject areas:
1 Table of contents and an introduction: these describe the purpose of the project,
scope, document organization, the audience, and terms and definitions.
2 A design overview: the project approach, goals and constraints, and the project’s
guiding principles.
5 Project architecture: the technical aspects of the project, the requirements for
programming, hardware and software and how the project will be launched.
6 The implementation plan: this sets out project management requirements, time
frames, costings and budgets.
7 Rules: these are the client-specific constraints (use of colours, logos and
client-specific language).
8 Testing and usability: the plan of what is going to be tested, how the prototypes
will be tested, and what metrics and measurements are to be used.
26
Interview: Darrell Wilkins, creative director The design document Using new technology
1.54–1.57 Design
9 Assumptions and studio constraints: general values and implications of using document // Caius Eugene
a target audience. For example, if the project is a website there would be an This image is an example of a
assumption that the client’s audience knows at least how to access a website student design document for a
and use a browser’s navigation system. final project. It goes into detail
about the research, production
These subject areas are some of the elements that go into a design document. and process of creating the
Only those parts of the document that connected directly to the designer would be project (a video game in this
case). It’s not as detailed as a
written by him/her. The overall job of collating the larger document is usually the job
professional design document,
of the project manager. However, it is an important part of a designer’s education to
but it does show many of the
learn how to write a document and to be able to use it to communicate ideas clearly. subject areas.
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1.56 1.57
27
Interactive Design as a Discipline
Using new
technology
The technology that interactive designers use is continually 1.58–1.61 The Symphony
// Kokokaka
developing. Designers must keep up to date with new
Kokokaka (Sweden) collaborated
innovations and choose those that will help to enhance their with Louis Vuitton to create
a playful interactive musical
interactive projects. As a junior designer or student starting experience as part of the
out, you will find that there are technologies in ascendency campaign for the fashion house’s
Small Leather Goods range. The
and ones that few people know about, but which may be project allows users to explore
and play with the merchandise
useful in creating new and fascinating design solutions. whilst creating a custom
soundtrack or ‘symphony’.
The interaction connects the
Make it remixable customer to the designer’s range
Projects such as the The Symphony for Louis Vuitton (see opposite) and the launch in a quirky and unusual way. It’s
of the new Kaiser Chiefs’ album (see page 32) are good examples of the customizable generated on the fly and creates
and remixable culture of the future. Interactivity is not a one-way medium – consumers a unique audio experience each
expect to be able to view or interact with content, comment on it and share it with visit. The soundtrack is created
others immediately. And to do so wherever they are connected, from home computers by ‘drawing’ over the products
(see image 1.58), effectively
to mobile phones and tablets. Enabling an audience to change or play with the content
using the items as notes or keys
being provided leads to a deeper engagement; it’s no longer a project people just look to create a melody.
at or click on, it’s something that they have a creative stake in.
Remixing may not work for every project, but if people are willing to spend their
own time using assets or content from a project and then share them, the design team
knows that they have something special; the project can become a phenomenon and
expand far beyond its original intended audience.
28
The design document Using new technology Case study: Kaiser Chiefs’ website
1.58
1.59
1.60 1.61
29
Interactive Design as a Discipline
1.62–1.64
Make it mobile Heineken app // AKQA
The mobile platform is developing quickly. Mobile usually refers to smartphones and AKQA developed an iPhone
tablets rather than laptop computers. Arguably, the first smartphone arrived in 2001 app for Heineken with the UEFA
with the advent of the Microsoft Windows CE operating system. These devices have Champion’s League. A player
come a long way with the introduction of brighter screens and faster connectivity. can predict team scores within
With the increase in 3G or 4G networks, the possibilities for interactive media on these a short deadline to win points.
devices have exploded. People can connect from almost anywhere and this ultimately Each point can be shared with
friends via the app or Facebook.
changes how media and products are consumed.
The app connects to the live
Interactive designers must be comfortable designing for both large-screen
football match, supplying
monitors and small screens on tablets or OLED phones (this is known as responsive statistics, quizzes and scores in
design). Developing an app can be all that is needed for a project, or it could be part real-time, extending the reach
of a campaign that includes other media platforms such as the Web. Mobile adds of the brands beyond just the
an interesting element – by using GPS (global positioning systems), apps can locate football competition.
people, and people can share where they are immediately, along with any content
in their surroundings. App stores for the main platforms Android and Apple iOS are
increasing in content every day; designers have to decide if a certain platform is right
for their project and if it is, develop an engaging solution for that platform.
1.62
1.63 1.64
30
The design document Using new technology Case study: Kaiser Chiefs’ website
1.66
1.67
1.65
31
Interactive Design as a Discipline
Case study:
Kaiser Chiefs’ website
Studio: Specialmoves, UK
Client: Kaiser Chiefs Advertising agency: Wieden+Kennedy
32
Using new technology Case study: Kaiser Chiefs’ website Project: Create concepts and storyboards
1.68
1.69
33
Interactive Design as a Discipline
1.70 1.71
The prototype phase At this point, it seemed that the website’s main
With a limited budget, the team decided that the goal (payments to fans, album buying and remixed
most important thing to do would be to concentrate album sharing) seemed achievable. The issue
on the album generation and payment areas first; now was speed. In an age of iTunes and instant
they could use this as a base because if they couldn’t gratification, people are used to getting their music
figure out that part of the core idea, the entire in a matter of seconds. It’s one thing to have one fan
concept would fall apart. create-download-and-sell, but what happens when
The first job was to research the payment side of 400 or 700 people want to use the service all at the
the idea; it was felt that if fans weren’t encouraged same time? The client doesn’t want to see crashed
by receiving a small payback, they may not bother to websites or fans having to wait for minutes with an
create custom albums, which was the main feature hourglass spinning in front of them. This is where
of the site. The team worked on creating a proof of the front-end designers sat down with the back-
concept (a rough draft that works just enough to end developers and thrashed out solutions and
validate the process). By using this, they would know compromises that would work and work well. It’s rare
when someone bought a fan’s album so both the to have to compromise on the overall aesthetic, it’s
record label and the album creator would get their usually the constraints of the hardware or technology
money. Once this was done, the team moved on to that raises issues. At this point, communication
the creating and sharing aspect of the project. between programmers and interactive designers is
The team’s back-end developers created a crucial – everyone has to be on the same page, one
working prototype, which took ten MP3 files selected miscommunication and the project could go awry.
by a user, copied them to a folder and embedded an
image into that folder. It then archived those files into
a format for easy download.
34
Using new technology Case study: Kaiser Chiefs’ website Project: Create concepts and storyboards
35
Interactive Design as a Discipline
Collaboration
When a studio is working in small teams, such as
at Specialmoves, it’s a collaborative undertaking
between the design team and the client. At first, the
team is closely connected to the client, then the team
will go off and prototype and, as the project begins
to take shape, return for more meetings.
All the while, the project is tweaked, changed,
managed and evolves. As the client sees the working
prototypes, they can step back and leave the team
to develop the concept fully, knowing that the team
is capable of delivering the final project. These
small but important growth spurts and constant
communication of ideas and prototypes are crucial
for everyone involved when working to a deadline.
Everyone has to be on the same page and must have
full knowledge of what is required of them. This
collaborative process creates a stronger project as the
client has input and may suggest changes, along with 1.72
every creative team member. Once the goals and
expectations are set, the project can be finalized
1.72–1.74 Promotional assets
and delivered.
Fans received a suite of banners and a PDF poster based on their
artwork to promote their album. The site tracked best-selling versions,
individual sales and social media interactions.
1.73
36
Using new technology Case study: Kaiser Chiefs’ website Project: Create concepts and storyboards
1.74
37
Interactive Design as a Discipline
1 Research
Produce a sketch outline of your ideas for the launch based on your research
into the band and other artists’ launch campaigns. Compile the research into a
document that you can refer back to for inspiration and direction.
Consideration
Q Research
other band websites and their launches. Research your chosen
band’s aesthetic and their music and feed that into the art-asset generation
for the website.
38
Case study: Kaiser Chiefs’ website Project: Create concepts and storyboards
2 Moodboard Tips!
Create a moodboard of visuals, colours and inspirations for the project. 1 Spend time on
A moodboard should represent the emotional context portrayed in the project; the research.
it becomes a visual guide to the emotional feel that will be used in the images, 2 Don’t spend
layouts and art assets. Use the moodboard as a springboard for creating art assets too long on a
for the prototype. The site should have at least four content areas, for example moodboard.
discography, store, tour dates and ‘about the band’.
3 Storyboards must
be compelling.
3 Interactive storyboard 4 Don’t use ‘magic’
Create an interactive design storyboard (i.e. a mock-up) of the site. This could – be realistic.
be created in PowerPoint or Keynote, in an HTML editor or other media-creation
software. It should be a prototype of the interactive elements of the site (buttons
that are clicked that go to other content areas, videos or animations can be
embedded). The mock-up should focus on explaining the innovative solution to the
design problem. The innovation may be very technical or very simple depending on
the idea. The site prototype will consist of the following components:
(a) A navigation interface.
(b) At least four content areas with art assets and multimedia
(video, music, images).
(c) The ‘innovative’ fan engagement mechanism (e.g. treasure hunts, remixing,
competitions, social media or video games). This part may need several slides/
pages/areas to communicate the concept in sufficient depth.
Considerations
Q The
site might exist across mobile technologies or in an app.
Q The
site could involve setting up live chats/social-media feeds between fans
and the band. How could or should social media be included?
Q Could
remixing be involved? Perhaps of the band video or tracks? Fans could
create their own versions based on tracks from the new album.
Q W
hat happens after the initial album launch? Is there anything in the site that
would keep users coming back over a longer period?
39
2.1
Chapter 2:
Ideas,
Prototypes
and
Experiences
2.1 IKEA Soffar // Kokokaka
This is an HTML5-based interactive video project created by
Kokokaka (Sweden) for Forsman & Bodenfors (F&B) for their client
IKEA. It connected an offline media campaign with the online by
producing an interactive video experience using assets taken from
TV broadcast adverts, along with images from the print campaign
(more on pages 52–53).
Ideas, Prototypes and Experiences
Where do ideas
come from?
‘Everyday people are not very good designers.’
Donald Norman, user-centred design expert
Many young designers ask: where do all these great ideas 2.2
42
Where do ideas come from? Influences and the creative process
2.3
2.6
2.4
2.5
2.7
43
Ideas, Prototypes and Experiences
44
Where do ideas come from? Influences and the creative process The medium informs the design
45
Ideas, Prototypes and Experiences
Making the process of design into an internalized game is a good way to get
creativity flowing. The other approach is to simply talk to others. Talking about the
problem is a way of engaging with it and solutions will start to present themselves
because of that engagement.
46
Where do ideas come from? Influences and the creative process The medium informs the design
2.11
47
Ideas, Prototypes and Experiences
critique of the sketch because no significant effort has been put into it. Sketches are
also disposable, which invites more honest discussion and iteration of ideas.
2.13
48
Where do ideas come from? Influences and the creative process The medium informs the design
2.14 2.15
2.16 2.17
The medium
informs the design
‘If your user interface even vaguely 2.21–2.28
Fiat eco:Drive // AKQA
The prototype
An idea can become a viable prototype if members of the design team
understand the delivery space in which they are working. To understand the
medium, designers have to create a technical prototype. This is often referred
to as proof of concept, and allows the technical team members to demonstrate
that the idea will work. While the technology is being decided, other team members
are working on aspects such as art and interface assets. The technical proof of
concept proves the viability of the project; the next step is to answer the question:
how will people actually experience this product?
50
2.21 2.22
2.23 2.24
2.25 2.26
2.27 2.28
51
Ideas, Prototypes and Experiences
2.29
2.30
52
Influences and the creative process The medium informs the design Emotional attachment to the product
2.32
2.33 2.34
2.35 2.36
53
Ideas, Prototypes and Experiences
Emotional attachment
to the product
In many ways, the experience is the most important
aspect of any design, it’s the process of thinking through
and answering the question: what is the audience getting
out of this? If people feel that they have had a rewarding
or entertaining experience, then they will associate positive
feelings with the product or brand.
54
The medium informs the design Emotional attachment to the product Designing experiences
2.37
2.38
55
Ideas, Prototypes and Experiences
2.39 2.40
2 Unexpectedness
Violate expectations; designers need to take what users expect from a website
or app and see if they can offer something innovative or new. This could be the
interface, the theme or the aesthetic (if a pre-loader to a website is engaging,
it sets up a positive reaction to the site before any content is served).
56
The medium informs the design Emotional attachment to the product Designing experiences
2.41
3 Concreteness
The core project idea must be explicit and direct. Everyone has influences and
borrows from others; designers can embrace this and use it to shore up thematic
or experiential aspects of their project. Once the experience is created, designers
should not deviate from the ‘universe’ that they have created; stay true to the
aesthetic and the concept.
4 Credibility
Prove your credentials. When launching a new project designers have to
consider that the audience may have no knowledge of the company or service
that they are promoting. Inventing or incorporating ways for a new audience to
engage with the service is crucial. If someone uses the app or the service and
then tells their friends on Facebook or Twitter, word gets around and the product
receives credibility. How should designers consider this element in the design?
5 Emotions
Make people care. One of the best ways to engage an audience is by making
them emotionally attached to the project. Can the emotional experience come
from fun or from play? Or could it come from sharing thoughts, dreams, hopes
and fears with others? Have these elements been considered in the design?
6 Stories
Enable the audience to feel. Experiences multiply and change as they are passed
from one person to another. Each time the experience is passed on, it becomes
richer and deeper. What stories are the design team telling and how does this
inform the user experience?
57
Ideas, Prototypes and Experiences
Designing experiences
User experience design (UX design) aims to design
multi-sensory stimuli from which people can create their
own meaningful experiences. UX design is relatively new;
it emerged in part because of the advent of immersive,
interactive technologies and their ability to engage beyond
text and static images. An experience stays with people a
lot longer than other media – it forms memories and positive
associations with the product or brand.
UX roots
2.42
User experience design has its roots in storytelling, film and books. Its focus is
really in creating an environment, product or design that takes an audience into a
different state of mind outside of their ordinary life and world. This is no small task 2.42–2.45
Natural History Museum,
and UX designers employ a variety of methods when engaging an audience to create
LA // Second Story
a compelling experience. UX design generally breaks down into four parts that form
The creative team at Second
the basis for projects: Story developed interactive
touch-screen experiences for
1 Distinctiveness visitors to the Natural History
2 Enablement Museum of Los Angeles, US.
Narrative and engagement were
3 Relevancy at the centre of the design to
4 Space engage visitors with the exhibits.
1 Distinctiveness
Some of the best examples of experience design are spaces, such as museums
and theme parks. Every museum and theme park has a distinct environment that
can only be experienced by being there and by engaging with the stories in the
environment. When a visitor sees an artefact in a museum cabinet, it doesn’t
necessarily tell a story. The richer experience is one where interactive technology
allows the story of the artefact and its owner to come alive in a meaningful and
engaging way.
58
Emotional attachment to the product Designing experiences Interview: Lydia Swangren, UX designer
2.43
2.44 2.45
The rich media touch screens had to engage a wide variety of visitors Understanding the space and the users who inhabit it is vital to
from different age groups and backgrounds. The information had to delivering a successful project. Different ages require different height
scale based on the interest level of the user. The focus was on making access, as well as varying degrees of comfort with technology. Second
the exhibits come alive to visitors in distinctive and relevant ways. Story had to design accessible, inviting screens to appeal to all visitors.
59
Ideas, Prototypes and Experiences
Experiences are as unique as the people connecting with them and so are not
understood in the same way by everyone. Even so, by considering as many angles as
possible, by incorporating design passions and by learning from research, interactive
designers should be able to produce an experience that people will relate to
positively – that’s the goal of every project.
2.46 2.47
60
Emotional attachment to the product Designing experiences Interview: Lydia Swangren, UX designer
2.48
2.49
61
Ideas, Prototypes and Experiences
Interview:
Lydia Swangren,
UX designer
Lydia Swangren is a user experience (UX) designer How do you approach designing an experience
from Chicago, Illinois, US, with an extensive when working on a project?
background in interactive projects. My first step is to become familiar with the project.
I need to learn about its scope, the target users,
What is a UX designer? platform, functional and technical requirements. I try
An experience designer (or user-experience designer/ to find the sweet spot between the user needs and
user-experience architect) helps define the various goals, and the business goals. I design through an
user touch points and framework of a product and iterative process that spans the entire project life cycle,
designs how it is to be perceived, learned and used. from the initial sketching phase through to the launch.
Typically, experience designers work within the realm
of a person’s interaction with a computer screen. How important are personas and scenarios to the
It is important to understand that experience development of a project?
design is a highly multidisciplinary field, and it is a I use personas and scenarios whenever I have the
collaborative role. Many different disciplines fall opportunity to do so; both are very useful on large-
within its spectrum, including: user research, content scale projects. Personas and scenarios humanize
development, information architecture, user-centred impersonal customer demographics and help the
design, interface and interactive design, creative project team to stay focused on a common set of
design, branding and technical development. goals and needs.
Scenarios are useful in the exploratory and
What is important about designing experiences discovery phase of a project and help to define how
for a client? users are going to complete a task before the interface
Users are more likely to trust and engage with is fully designed. A scenario can help the designer
organizations that create compelling, memorable and validate the design and assumptions using a real-life
well-executed holistic experiences; a well-designed narrative. For example, ‘Is the task flow realistic in
experience is a reflection of the business it represents. supporting the user’s needs in accomplishing and
Experience design considers all touch points users reaching the desired end goal?’ (See chapter 3 for
have with a product and employs a process to ensure more information about personas and scenarios.)
consistency and quality; and this helps to produce the
best outcome.
62
Designing experiences Interview: Lydia Swangren, UX designer Case study: Multi-platform delivery
63
Ideas, Prototypes and Experiences
Case study:
Multi-platform delivery
Studio: SOLID Interactive, US
Client: Film Fresh
64
Interview: Lydia Swangren, UX designer Case study: Multi-platform delivery Project: Engage through interactivity
2.52
FILMFRESH FEATURED HOLLYWOOD INDIE WORLD CLASSICS KIDS CULT MY FILMS
Filmlorem Titleipsum PG
2.54
FILMFRESH PURCHASED FILMS RENTED FILMS WISHLIST SHOP FILMS
SETTINGS
Hello Username123456
About
SIGN OUT
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autem quas modiciatur? Qui coruptiatio earibus autem quas modiciatur? Qui coruptiatio earibus
ACCOUNT INFORMATION pore iminis arum nonem quatur sum num id estiorer- pore iminis arum nonem quatur sum num id estiorer-
nam acide vitibus dantem enis magnis volupti squae- nam acide vitibus dantem enis magnis volupti squae-
pel incit praecturi officiur, que dis magnihi cipsam, pel incit praecturi officiur, que dis magnihi cipsam,
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PAYMENT INFORMATION consequam, sequi dis qui nonet ut moloreprerro consequam, sequi dis qui nonet ut moloreprerro
quam quisciat quam quisciat
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et ommod quiberf eribus dem doluptas ne natem et ommod quiberf eribus dem doluptas ne natem
PRIVACY POLICY
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quiaspe rupiendi oditiurio. Ignimin vend. quiaspe rupiendi oditiurio. Ignimin vend.
TERMS AND CONDITIONS
65
Ideas, Prototypes and Experiences
2.55–2.56
The movies you want.
The way you want them. Design prototypes
SUPPORT As the design process moves
on the design team will create
several variations of layouts
with art assets to get a better
sense of how the site will look.
As Film Fresh was going to
operate from a computer monitor
WATCH NOW! to a mobile screen, the designs
• Stream or Download had to look consistent across
• Own or Rent
• Anytime, Anywhere these platforms.
Moved “Add to
Learn More »
My Films “
button and Add to Wishlist
changed to Like us on Facebook Follow us on Twitter
F
“Add to Watch Now Watch Later DVD
Wishlist”
Rent: $3.99 Rent: $3.99 Own: $12.99
Own: $9.99 Own: $9.99
Click info icon
for more Web Browser or Computer
Web Browser, Computer, TV,
Computer or DVD Player
info… DVR,, Game Console or Mobile
Device
5
2.55
66
Interview: Lydia Swangren, UX designer Case study: Multi-platform delivery Project: Engage through interactivity
2.56
PROJECT TOOLS
Q Adobe Flash Builder (development)
Q Adobe Illustrator (design)
The launch Q Adobe Photoshop (design)
The website and the Android app had a great Q Eclipse IDE (development)
response. Film Fresh has featured SOLID Interactive’s Q Google Docs (collaboration and spec writing)
work at the 2012 Consumer Electronics Show Q Microsoft PowePoint (wireframe/UI presentation)
(CES) and the Sundance Film Festival. The users Q OmniGraffle (wireframes)
are very happy with the ability to rent and purchase Q Redmine (bug tracking and project management)
high-quality films across many platforms. SOLID Q Smartsheet (project management)
Interactive continue to upgrade and develop new
features for the website and the Android app, as
well as implementing the Film Fresh store onto other
portable and set-box platforms.
67
Ideas, Prototypes and Experiences
Project: Engage
through interactivity
The brief
Create an experience for a deeper level of engagement in a
museum exhibition. Increasingly, museums have employed
interactive design to facilitate deeper learning and interaction
with its exhibits. Museums are difficult spaces to design for
because the audience is very broad and the purpose of a
museum is to educate and inform.
1 Research
Visit a museum or exhibition and get to know the space. Document your museum/
exhibition space and sketch out potential approaches towards a deeper experience.
Take photographs of areas that could be improved to support your analysis (ensure
that you are allowed to do this!). The document will outline your plan for the
project explaining ideas, concepts, colours, experiences, ambiance and audience
interactions. The document must contain a minimum of ten pages of content,
including images, sketches and text.
Considerations
Q V
isit the museum many times to get a sense of the exhibition and who visits it;
if possible, on different days.
Q T
he documentation will become your reference for the entire project, so ensure
it’s detailed enough to guide your process.
68
Case study: Multi-platform delivery Project: Engage through interactivity
Create several slides/pages of drawings and images that show the installation.
From the entrance point to the exhibition hall, show navigation of the space
and interaction with the technology (surfaces, navigational interfaces and audio
or visuals).
Considerations
Q W
hat technologies will work well in this space? If the solution is for touch
screens in the main hall, what does the interface look like?
Q H
ow do people interact with your concept and what will they see? If there is
sound will it spill out into the other areas and annoy other museum users?
3 Prototype
Develop a multimedia presentation showcasing your final refined concept using
art assets such as video and photos. The presentation could be created using
PowerPoint or Flash. The presentation should be a development from your
wireframes and sketches and include:
(a) The traffic (people) flow of the space – how will people move through the
space within the new installation?
(b) The navigation of devices such as touch screens, tablets or an MP3 player
with audio – how do people know which button to press and how will they
access the content?
(c) An overview of the experience you are proposing – what will make this a
more rewarding and engaging visit for the audience? Why should the museum
invest in your idea?
Considerations
Q S
hould the experience be portable or locked down (touch screens or video
Tips!
screens at the exhibits)?
1 Think about the
Q W
ould using location-sensitive sensors allow the application to track the visitor users. Don’t
and provide them with content based on where they are in the museum?
assume you are
Q A
re there projected/interactive environments? the audience.
2 Will the
wireframe make
sense to everyone?
3 Spend time on the
art assets, they sell
the project.
4 Think big. Attempt
to amaze.
69
3.1
Chapter 3:
The
Industry
Process
3.1 Arizona Department of Health Services // Studio La Flama
This image is part of a client pitch from the video production company
Studio La Flama (Mexico). This prototype artwork helped set the tone for a
public service animation that visualized addiction as part of a campaign for
the Arizona Department of Health Services.
The Industry Process
The pitch
In this chapter, we explore an important part of the industry
process – pitching a design to a potential client. We examine
industry best practices and the relationship between the
designer and the client, as well as the process of moving
from pitch to project.
Most people are aware of the idea of a project ‘pitch’, for example the TV series
Dragons’ Den (UK) and Shark Tank (US) show people making pitches. Pitches are
competitive, and can be nerve-wracking. Most art and design students have first-hand
experience of presenting to a room full of people.
Critiques of projects or work-in-progress presentations are all excellent preparation
for delivering a pitch. Although it’s not always obvious, learning how to best present
ideas and being able to talk about work to others is an opportunity to hone the skills
necessary to deal with a client pitch.
Pitch types
There are two kinds of pitches (or proposals): the competitive pitch known as ‘RFPs’
(request for proposals) and the invitational pitch.
72
The pitch Interview: David Burrows, design consultant
73
The Industry Process
3.5 3.6
3.7 3.8
3.9 3.10
74
The pitch Interview: David Burrows, design consultant
3.11
3.12
75
The Industry Process
Interview:
David Burrows,
design consultant
David Burrows has been involved in online advertising How important is it to build a relationship
for over 15 years. He spent five years at Yahoo! Inc as with a client?
European Head of Ad Technology and has worked in A pitch can be won by just building a relationship with
several creative agencies and advertising start-ups. the client. Sometimes the idea might not fit but your
He’s been involved in many successful online approach and ‘look and feel’ is right and you’ll get the
campaigns for clients such as Ford, Sony, Warner job. Unfortunately, this is hard to plan for; the worst
Brothers and Electronic Arts. thing you can do is pretend you’re a very different
person to who you really are, just to win the pitch.
Do you feel there is an art to a successful pitch? Relationships are a two-way street; make sure you
If so, how do you hone that art? choose the pitches that are a good fit for your company
Pitches are fundamentally about communication, and and its capabilities.
communication is an art with many styles. There are
plenty of hit songs sung by less-than-great voices, Do you prepare several solutions to an initial
and so it is with pitches. Horrible pitches with a good brief or is it all-or-nothing?
idea can be successful. Terrible ideas pitched by great One of the most important aspects to a presentation is
presenters can be successful, but then you’re stuck with confidence. Unless there’s a very good reason or the
having to implement a terrible idea! client has asked specifically to see several ideas, it’s
For a great pitch you need to forget all the best to go all-in with your best shot. Spend time and
extraneous stuff and concentrate on having a strong resources on your one best idea rather than preparing
idea and communicating it to the best of your ability. several approaches and diluting the impact.
How critical is research into the client’s business? Do you have any essential tips for successful
How much of this do you put into your pitch? approaches to the pitch?
You need to understand your client to communicate There are definitely a few essential things you should do
effectively. A commercial pitch is always about solving to prepare before pitching to a client.
the client’s problem and you need to understand them Q T he idea is the key, you have to present
to solve it – a great idea that doesn’t solve the client’s professionally and with enthusiasm to really get
problem is useless. The more you know about their your point across.
company, market and environment the better. Q Do your research; make sure you understand the
client as fully as possible.
76
The pitch Interview: David Burrows, design consultant Art direction and aesthetic
Q Pitch
to the client, not yourselves – put yourselves Q S
top talking and listen! Don’t ignore, interrupt
in the client’s shoes – what do they need to know? or talk over clients. It’s their money and if
Q Your
pitch is a story; make it engaging and structure communication is good, you stand a much better
it properly: beginning, middle and end. chance of getting the job.
Q Rewrite,
rewrite, rewrite. Edit your pitch until it is Q Be
concise. If it’s hard to explain your idea, it’s
as concise as possible; the shorter the better. probably a bad idea. Don’t think that a good pitch
Q Pitches
are conversations, treat them like one. presentation with fantastic artwork and media will
You are not here to tell the client what to think, hide any cracks in your thinking.
you are putting across an idea. Allocate time in the Q Slow
down! The number one problem in public
presentation to engage in conversation, so it’s not speaking is talking too fast. This can make the
just about you. speaker appear nervous, unsure and hard to
Q Practise!
Run through the pitch as many times as understand.
you can with colleagues. The more times you do it, Q D
eath by PowerPoint. Images and slides are aids,
the better; you’ll feel more relaxed when presenting not a focus. Keep slides to a minimum.
and practice builds confidence. Q N
o life stories. Keep credentials short, you are
already in the door; you don’t need to give clients
Are there practices to avoid, ones that you a 20-minute talk on how you got there.
may have used in the past and have learnt not Q N
o techno-babble. The pitch is not the place to
to use again? discuss technical details.
Q R
ead the brief! Really read it. Many pitches have Q D
on’t lecture. Clients are looking for solutions not
been lost by misunderstanding the brief. Have other a discussion about their mistakes or how they don’t
members of the team read it too? Get a consensus ‘get’ it.
of what the client may be looking for. Your
interpretation may only make sense to you.
3.13–3.14 Content delivery pitch // David Burrows
These images are taken from a pitch presentation outlining the
proposed solution to a client brief to deliver multi-platform content
to consumers. The images are simple and communicated themes and
ideas to the client in a focused and manageable manner.
3.13 3.14
TWITTER
TWITTER FACEBOOK
FACEBOOK FACEBOOK
FACEBOOK
BLOGS
BLOGS FLICKR
FLICKR
FORUMS
FORUMS YOUTUBE
YOUTUBE
TWITTER
TWITTER FORUMS
NEWS
FORUMS
FORUMS YOUTUBE
YOUTUBE
HUB
HUB CMS
CMS
BLOGS
BLOGS FLICKR
FLICKR
IMAGE
IMAGE TEXT
TEXT VIDEO
VIDEO
NEWS
NEWS
77
The Industry Process
Interactive design studio roles Art director: responsible for working with the team on
In interactive design, many skill sets can overlap; here production and making decisions on the development
are some examples of the main jobs that you would find of content and driving the interactivity and aesthetic of
in an interactive studio. the project.
Creative director: responsible for communicating Lead designer/project leader: responsible for
project goals into tangible design solutions and managing and coordinating with everyone involved
establishing the conceptual and stylistic direction in the production of a project. This is more of an
for the design teams. Creative directors are also administrative role.
supervisors and administrators ensuring the correct
resources and staff are in place.
78
Interview: David Burrows, design consultant Art direction and aesthetic Case study: WrestleMania viral campaign
Back-end developer: programmers who work with Testing: depending on the size of the project, the
web-server systems, databases, web applications testing team may be one person or several people.
and Application Programming Interfaces (APIs). For The role is to try to break the project and test for any
example, if the project needed to use technology unforeseen errors or mistakes in development.
from Google, the back-end developer would create or
modify a Google API.
79
The Industry Process
3.15
3.16
80
Interview: David Burrows, design consultant Art direction and aesthetic Case study: WrestleMania viral campaign
Development and testing The early bugs (unexpected errors in the coding
The next step is development and testing, usability and of the project) come out in testing and solidify the
(sometimes) user testing. A solid and informed approach design choices for the final project.
to development and testing is central to the success of As prototypes are developed, more rigorous testing
any interactive project. The team has to prove to the will occur. It is vital that the project discover errors while
client that its ideas are viable and that an audience will testing rather than when it is live.
use them. Testing during development is used in all In the next case study, we again visit the
interactive industries. It is important to encourage non- Specialmoves studio and see how they developed an
technical people to use the prototype and learn from idea and tested it for World Wrestling Entertainment
that process. This feedback is used to hone the project. (currently the largest professional wrestling organization
in the world) in a viral campaign to promote
Choke points WrestleMania XXVII.
Feedback might, for example, discover the ‘choke
points’. These are areas where the project might slow
down because there is too much going on, or if too
many people access a website at once; this is also known
as ‘load testing’. Why did the project hang there or who
would have thought someone would use the interface
like that?
3.17
81
The Industry Process
82
Art direction and aesthetic Case study: WrestleMania viral campaign Project: Create a campaign pitch
3.18
3.18 The Facebook campaign 3.19 Usability testing
By featuring actual WWE Superstars, the Special attention is paid to how users interact
interactive video brought fans up close and with the online interface through a series of
personal with their heroes. usability tests.
3.19
83
The Industry Process
3.20
3.21
3.21 Camera motion
When shooting the VFX shots, lighting and camera angles were locked off to
ease the initial post-production work. Towards the end of development, natural
camera motion was added back to match the regular shots.
84
Art direction and aesthetic Case study: WrestleMania viral campaign Project: Create a campaign pitch
85
The Industry Process
3.24
3.25
86
Art direction and aesthetic Case study: WrestleMania viral campaign Project: Create a campaign pitch
3.26
87
The Industry Process
Project: Create a
campaign pitch
The brief
Rough Guides is a leading publisher of travel guides aimed
at student and budget travellers. Imagine that they are
launching a new travel service for their website and mobile
content. Travellers can use the guides to get information
about a destination then book it directly with Rough Guides
travel. The service must be aimed at the core Rough Guides
audience or low-budget, young travellers.
Considerations
Q R
ough Guides is a well-established brand – what can be done to connect
that identity to the travel-service website?
Q F
or wireframes concentrate on the intended audience – young, adventurous and
more likely to have digital tools, such as smartphones and tablets.
Q W
hen researching other competitors’ websites, think about what works and
what doesn’t. What do you think is most important to the Rough Guides’
traveller and what can be jettisoned?
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Case study: WrestleMania viral campaign Project: Create a campaign pitch
Considerations
Q The pitch needs to be concise, inspiring and passionate. Ensure that you get
the client excited about your idea.
Q T
he pitch materials need to show that you have researched the company
and its customer base and that you understand their marketplace and identity.
Q T
he interactive elements need to be slick and accessible, this is not the place
to overload the client with technical details. Remember, you’re selling the
aesthetics and the concept (but make sure that the client understands how
the website would work for users).
Tips!
1 Stay focused. Don’t over design the interface.
2 Practise the presentation in front of colleagues and listen to their feedback.
3 Would your ideas also apply to mobile or apps? You might want to consider
these platforms in your pitch.
4 Throw in some unusual and crazy ideas!
89
4.1
Chapter 4:
Audience,
Usability
and Testing
User personas
Designers need a method of guiding their design decisions in line with the intended
audience. This is where personas and scenarios are used. The persona is a created
‘person’ who becomes the benchmark used for the project. It’s enticing to create a
shallow persona instead of a well thought-out member of the project demographic
audience. Christine Perfetti (CEO of Perfetti Media) sums up the persona usage
problem: ‘Imagine that you are a shoe designer. To design for all users, it’s logical
to design a shoe that satisfies the needs of the average person. The average male’s
shoe size is 8 1/4. So, as a designer, would you build all of your shoes to fit only the
average man? Probably not.’
A persona is not a magic bullet that allows a design team to jump into the
minds of the masses, instead it’s an approach towards a deeper consideration of an
audience. There is still some discussion in the design field about the usefulness of
the persona, the following are some of the positive and negative considerations.
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Design for the audience Usability in design: rules and principles
1 They establish common needs and goals for a 1 Personas potentially lead to an artificial sense
disparate audience. of understanding of users, which may mislead
2 If a designer needs to add a new feature, they the team development process.
can refer to the persona to assess its usefulness. 2 Personas are not real people and so can’t talk
3 Personas can streamline the production process, back and ask questions; they are fictitious
for example, it can target different users, so a and artificial.
project aimed at children and parents might be a 3 Personas may be a composite of a
different audience to teenagers or older people. demographic- based audience; they lack
4 Personas can be a useful evaluation guide; the distinction and individuality.
designers can refer to the personas as a method
of avoiding intensive usability testing.
No system is perfect and personas are a tool that can help. It’s up to the team and the
art director to decide on their effectiveness. For young designers starting out, personas
can be very useful for ‘thinking of what the audience needs’.
The scenario
A scenario situates a persona in the process of using a product to assess its functional
and aesthetic quality. For example, the team may have prototyped a new navigation
interface for a website and would then ask, ‘How would the persona Jackie use this?
Would she want to?’ and then in the scenario, ‘Is Jackie going through the process of
engaging with the application?’
The scenario adds context to the persona. It takes a bit of imagination, but the
scenario is the story of the persona using the design. Scenarios break down into two
elements: the evocative and the prescriptive.
1 Evocative scenarios relate to the experience of the project. They describe the
feeling and emotions related to the desired outcome of the project. For example,
‘How does Jackie feel when she sees this page layout?’
2 Prescriptive scenarios are the details of the design, for example, ‘What happens
when Jackie clicks on this?’
Think about a scenario as a storyboard that takes the persona through part of the
project. A storyboard helps clients to see how consumers use applications. Scenarios
help to solve specific problems and minimize the risk of finding out that the project is
not going to work for the audience. Giving the persona a voice and detailed scenario
pre-empts the need for expensive user testing, which is especially important if the
project has a small budget.
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Audience, Usability and Testing
Usability in design:
rules and principles
Usability in design is the process of designing a product so
that the audience can use it easily and intuitively. So how
does a team design for usability? The answer is to always
consider the audience, which is difficult if the audience is
different from the make-up of the design team.
Interactive design teams need to continually check to see if one feature changing
affects the overall usability of the product. There are some general principles of
usability in design that help to keep the project easy to use and run efficiently.
1 Be consistent
Consistency is important when designing an interface or application.
For example, on a website, a company logo is normally a link back to the
front page. If this linkage changes based on where the user is within the site,
it’s confusing.
94
Design for the audience Usability in design: rules and principles Usability and content
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Audience, Usability and Testing
These rules offer an insight into some of the approaches to usability a designer
should consider. In any interactive project, it’s vitally important to consider how the
consumers will actually ‘use’ the product.
4.3
4.3 Navigation structures
A A B There are several approaches to
designing any information flow
for an app or a website. Choices
depend on the amount of
content and the type of content.
B D D C A spoke-hub structure is simple
C for sites such as portfolios.
A chain structure is good for
Chain structure content that is more linear such
Spoke structure A as news. A net structure is
more complex for sites such as
Amazon.com, which has many
sections and sub-sections.
B C D
E F G
Net structure
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Design for the audience Usability in design: rules and principles Usability and content
Dieter Rams: ten principles for good design 4.4 Dieter Rams
In the 1970s the legendary
Good design is innovative: The possibilities for innovation are not, by any means, German industrial designer
exhausted. Technological development is always offering new opportunities for Dieter Rams asked himself if
his design was ‘good enough’.
innovative design. But innovative design always develops in tandem with innovative
As a response he created ten
technology, and can never be an end in itself.
principles for good design, which
have since become fundamental
Good design makes a product useful: A product is bought to be used. It has to designers across disciplines.
to satisfy certain criteria, not only functional but also psychological and aesthetic.
Good design emphasizes the usefulness of a product whilst disregarding anything Copyright Dieter Rams, provided
by Vitsœ.
that could possibly detract from it.
Good design is unobtrusive: Products fulfilling a purpose are like tools. They are
neither decorative objects nor works of art. Their design should therefore be both
neutral and restrained, to leave room for the user’s self-expression.
Good design is honest: It does not make a product more innovative, powerful
or valuable than it really is. It does not attempt to manipulate the consumer with
promises that cannot be kept.
Good design is thorough down to the last detail: Nothing must be arbitrary
or left to chance. Care and accuracy in the design process show respect towards
the user.
4.4
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Audience, Usability and Testing
4.5
Dominance
Hierarchy
Details
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Usability in design: rules and principles Usability and content Usability and visual communication
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Audience, Usability and Testing
Eyeline
Knowing where users are looking on a page or screen is a useful way of directing
them towards important content. Faces are a great way of doing this; humans are
always attracted to looking at faces. What’s interesting is that once users have locked
onto a face, they tend to look in the same direction as the person in that image. If
a designer wants to attract users to a certain area of the page (an advert, image or
headline) this principle can work well.
4.7
4.6–4.7 Eye-tracking
experiments
In 1970, Swiss psychologist
Hans-Werner Hunziker created
one of the earliest tests to track
eye movements while people
were problem solving. Filmed
through a plate of glass, Hunziker
was able to track the eye’s
movements as a problem was
solved, giving him insight into
eye movement, attention and the
4.6 thought process.
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Usability and content Usability and visual communication Usability testing
4.8
Rule of odds
As in the image above, the rule of odds creates interest or focus for any image or
content that is surrounded by an uneven number of other content. Three is better
than two or four in a composition, people find it more visually agreeable.
Symmetry/asymmetry
Symmetry in design can be achieved by placing like objects side by side to achieve
balance and form. For example, four identical white vases on a shelf. Asymmetry
disrupts this format and can draw the eye directly to an intended object. For example
what if the third vase was much smaller and bright blue?
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Audience, Usability and Testing
Usability testing
As we saw in chapter 2, prototyping and sketching enhance
the smoothness of the development process. This principle
is crucial to provide insights into any problems related to the
layout or interactivity design. Testing those prototypes and
relating that feedback into the next prototype is an important
part of the usability process.
2 ‘Testing one user is 100 per cent better than testing none’
Any form of testing works to improve the project. As we see in the case study,
Future Platforms (page 106) didn’t have time to get users in from outside so they
tested their app on other people in the studio, family and friends. Often that’s
enough to get relevant and useful feedback.
3 ‘Testing one user early in the project is better than testing 50 near the end’
If a designer tests early enough, testing never becomes a big deal that can take
up too much time. If anything, testing the prototypes and smaller versions of a
larger project is more useful because it’s instantaneous.
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Usability and visual communication Usability testing Interview: Trevor May, mobile designer
4.9
4.10 4.9–4.10
Testing and iteration
Technical projects have to be
tested by the team early on,
and by other neutral parties
closer to the launch. Testing
is not just to find the broken
parts. When done properly
it can highlight areas that are
particularly successful and gives
the team an idea of where to
focus their efforts.
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Audience, Usability and Testing
Trevor May specializes in interactive mobile design. Do you feel that experiences are different with
He is the senior designer at Ribot in Brighton, UK, and mobile compared to other media formats?
previously worked at Future Platforms, UK. The main issue is that pixel density is much greater
on mobile devices (and the screens are a lot smaller);
What do you see as the differences between so while elements of a layout may appear generously
designing for mobile over other media platforms spaced on a low-density laptop screen, they may be
(web/desktop, home/office use)? fiddly on a mobile’s screen. It’s very important to test
Mobile applications (apps) tend to be more task designs on the device on which they will be delivered –
focused. That’s not to say other media shouldn’t be, even if they’re static mock-ups – to get a better idea
but it’s even more important when you’re creating of whether they’re going to work.
interactivity for a small-screen device and an
‘on-the-go’ user. The mobile user does not have the What are some of the traps or pitfalls to avoid
luxury of time and contemplation. For mobile, you’ll with mobile development?
need to consider carefully how easy it is for the user Different mobile operating systems have different
to find important information or perform a specific conventions that the user would already be familiar
task; and then design those priorities into the with. A common mistake is to directly post an app from
interactive experience. one platform, like iOS (Apple), to another, like Android,
When a designer is adapting content that’s used on leaving in navigation elements which are inappropriate,
the Web it’s worth asking what content is necessary, such as the back button.
and then consider dropping functionality or information Android and Windows phones include a physical or
that’s non-essential. For example, compare the desktop ‘hard’ back button that acts in a similar way to the back
versions of Amazon, YouTube and eBay to their mobile button of a web browser or Windows Explorer. The
app counterparts to see how less important content user expects it to work in this way on those platforms
is removed or presented lower down the ‘stack’ (the and often a user’s forward/backward flow can easily
stack refers in part to the ‘three-click’ rule, it’s layers of be broken without proper testing. iOS offers the user a
information or content that are stacked with the most bit more control as it relies on the developer providing
relevant and important being on ‘top’). a ‘soft’ back button, however it’s important to remain
consistent to each platform.
104
Usability testing Interview: Trevor May, mobile designer Case study: Glastonbury app
If someone was getting into designing specifically In the years you’ve been working on mobile apps,
for mobile, what would be your advice? what has changed the most?
The first step would be to get a variety of different It’s a technology that’s constantly changing and evolving.
handsets and use them as your ‘main’ phone. Learn Even in just the last couple of years we’ve seen a
their differences, quirks and similarities. Study how the massive shift of use from the traditional ‘feature phones’
apps work and analyse how the same app works across to so-called smartphones, Android, iPhones and now
different phones (for example, what are the differences the Windows Phone. The biggest change has been in
between IMDB.com on an Android device compared the quality of the screen and we’ve seen huge leaps in
to the iPhone? The differences might be subtle, but processing power in these devices. The main aspect of
important). Study how websites work too, in particular designing for mobile over desktop hasn’t really changed;
the flow of navigation and content delivery. To practice, as the technology advances and devices become faster
find a website or desktop app and figure out how you’d and more powerful, it’s always the case that users expect
adapt it to work on a mobile device. more from the software that runs on it. Our job is to make
the interfaces and content on these devices as positive an
Do you see concentrating on mobile as a large part experience as possible.
of the future, or a niche area?
Mobile is a big part of the picture. As we’re becoming
more ‘always on’, we ultimately expect more from our
digital services, whether they be on mobile or elsewhere.
We expect them to be integrated. If I start an order on
my phone, I want to be able to pick up my basket and
carry it onto a desktop, seamlessly. I expect to be able to
set my TiVo to record a TV show from my iPhone while
I’m on vacation. In that sense, the mobile is becoming an
essential part of any digital service.
4.11 4.12
4.13
105
Audience, Usability and Testing
Case study:
Glastonbury app
Studio: Future Platforms, UK
Client: Orange Communications
Future Platforms are a small studio based in Brighton, Challenges and audience considerations
UK. They make ‘lovely things for mobile phones’, Many of the team had been to the Glastonbury
for companies such as Nokia, Orange, the BBC and festival, so usefully the office test audience had local
lastminute.com. They won the pitch to create a knowledge.
smartphone app for the largest music festival in the The challenge was to consider battery life:
world – the Glastonbury Music Festival. The app minimizing use of the network (battery drain);
needed to run on iOS, Android and Nokia platforms. prioritizing how the app would be used most and
connecting people. The team decided that the key
Winning the pitch features of the app would be:
Ideas and innovation won Future Platforms the pitch Q A great looking Electronic Programme Guide (EPG)
for the Glastonbury app. The team examined the that grabs line-ups (and changes) efficiently, stores
elements of what people would expect from a festival them on a phone and allows ease of selection.
app and then developed concepts far beyond those Q A personal itinerary – users fill in their favourite
expectations and created a truly innovative and acts, and alarms alert them when the acts are on.
inclusive application for music fans. Q F ull site maps showing where the user is.
The concept was straightforward; the team knew Q E asy sharing of events through Facebook, so that
that there were a set of elements that people would users could tell everyone at home exactly what
expect from a Glastonbury app, such as up-to-date they’re missing.
listings and a site map. So it was important to produce Q A live ‘heat map’ telling users where the hottest
those well. Artist line-ups are always printed and action is. The map data was gathered from ‘mood
handed out at the site entry, but they’re frequently data’ mined from the app and users uploading
revised up to the last minute; therefore, an app needed information to Facebook. An interesting experiment
to include these live updates too. As festival tickets sell in crowd dynamics that enabled users to track
out quickly, there is a large Glastonbury audience that where people were, and what made an area ‘hot’ or
only experience it through TV, music press, or late- ‘cold’ based on what was happening at the festival.
night texts from friends, so that audience also had to Q A news section, which Orange would update
be considered. before and during the event.
106
Interview: Trevor May, mobile designer Case study: Glastonbury app Project: Create an interactive promotion
Art direction and design The icon is a chromatic microcosm of the app (clean
When it came to visuals and aesthetics the team had a and simple) and The Guardian’s rainbow icon supplied
head start; the Orange and The Guardian (a UK-based the colour-scheme for the app. Dark colours and a
newspaper) brands were natural bedfellows, so much black background were used simply because OLED
of the colour scheme, look and feel were influenced screens use much less power when displaying black.
by the brands. The team focused on giving the app the
Orange ‘feel’.
4.14
107
Audience, Usability and Testing
4.15
PROJECT TOOLS
Q Software – iOS: Xcode, Android/Qt: Eclipse
Q Hardware – A combination of Macs running OS X
(essential for iOS development) and Windows 7 PCs
108
Interview: Trevor May, mobile designer Case study: Glastonbury app Project: Create an interactive promotion
4.16
109
Audience, Usability and Testing
Project:
Create an interactive
promotion
The brief
Create an in-store interactive promotion for a sportswear
brand such as Umbro (a middle-brand sportswear label).
The promotion is aimed at the 14–25 year old male and
female market. The brief is to connect the brand with the
youth demographic in the Americas and Europe in an
innovative and engaging way, using social media, rich media
and interactive artefacts. The project can focus on one
product, a range of sportswear or the entire store.
Considerations
Q W
hat would persuade people of that demographic into a store and to interact
with the product?
110
Case study: Glastonbury app Project: Create an interactive promotion
Q W
ould using athletes raise brand or product awareness? If so, from
Tips!
which sport?
1 Don’t assume
Q Is the project limited to an in-store experience only? Would it or could
a ‘like’ or a
it live on in other media (e.g. apps, website or print)? How would
‘tweet’ will mean
those media be integrated?
increased sales!
2 Prototype 2 Prototypes
must consider
Based on feedback from other team members choose one project idea to the platform.
move forward with.
3 Stay focused on
Create a detailed image-rich multimedia presentation (use PowerPoint, the brand identity.
Flash Catalyst, video/animation) of the concept basing it on your 4 Don’t use
research, innovation, imagination and the personas you created. As part
technology just for
of the presentation, use the personas to create a scenario in storyboard
or comic-book format to take each persona through the experience technology’s sake.
of using the in-store promotion. Make sure the audience for your
presentation understand how the interaction works (e.g. navigation,
manipulation, usability and instructions), and how the personas would
engage with your concept.
Considerations
Q W
hat delivery platform will work? Mobile, tablet, smartphone?
Should it be proprietary and built specifically for flagship stores?
Q W
hat forms of alternative technologies could be used? Movement
sensors that trigger video or interactive audio, for example? Game
consoles? Touch screens?
Q How could the experience drive sales or product awareness?
111
5.1
Chapter 5:
Motion
Graphics and
Shareable
Media
5.1 Wrangler Blue Bell // Kokokaka
Kokokaka employed interactive video for the Wrangler Blue Bell
campaign. The models wearing the Blue Bell range could be
manipulated within the video environment (dressed/undressed)
to great effect.
Motion Graphics and Shareable Media
Interactive video
Video used to be a passive experience, something people just watched. Audiences
increasingly expect more from their media. Michael Lebowitz, the CEO and founder
of Big Spaceship (NYC), sums up the new relationship with marketing within the new
media space, ‘We’re not trying to persuade people of things anymore, what we’re
doing is earning their attention by giving more than we expect in return.’ The ability
to interact, create, share and remix video content adds an additional layer of depth
to an experience and can lead to larger page views and increased awareness of the
product, which is what the client always wants.
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Motion and interactivity Augmented reality
5.2
115
Motion Graphics and Shareable Media
5.5
116
5.6
5.7 5.8
117
Motion Graphics and Shareable Media
5.9
118
Motion and interactivity Augmented reality
5.10
5.11
119
Motion Graphics and Shareable Media
5.12
5.13
120
Motion and interactivity Augmented reality
121
Motion Graphics and Shareable Media
5.14
5.16
5.15
122
Motion and interactivity Augmented reality
123
Motion Graphics and Shareable Media
5.17
124
Motion and interactivity Augmented reality
5.18
125
Motion Graphics and Shareable Media
Augmented reality
Augmented reality (AR) uses a camera feed (such as a
web cam or phone cam) and overlays media onto the
live visuals. AR is being used by designers to inform and
entertain by adding layers of images and data to a live view.
An augmented street view application (such as Localscope by Cynapse) uses a phone’s 5.19–5.23 National
GPS coordinates (the phone knows where you are) and the accelerometer (the phone Geographic Channel //
Appshaker
knows where you are looking) to overlay reviews of restaurants in real time when the
user holds the phone up and points it towards a row of restaurants. This augmented reality project
The UK-based Appshaker studio created an augmented reality experience for the created by Appshaker (UK)
took place in a mall as part of
National Geographic Channel in a mall in Hungary. The AR application used printed
a campaign for the National
cards with trackers (small barcode-like images) on them to register the user’s position. Geographic Channel. When
The AR then projected an image to match where users were on-screen. When the standing in the correct space the
audience saw themselves on a large screen in the mall, they were surrounded by audience would see themselves
dinosaurs, leopards or dolphins in real time. It’s similar to live green-screen effects, surrounded by animated
such as those used by weather presenters; the difference is that AR can be manipulated dinosaurs or wild animals, which
by the users. were projected live into the
AR objects can be ‘held’, kicked or played with, deepening the level of immersion shoppers’ environment. The
and interaction. Development with trackerless AR software has meant that more integration of the creatures and
the audience interactions were
interactive projects can be created that work with many people in an audience, not just
projected onto a large video
those who have access to a printed tracker image. screen in the mall.
126
Motion and interactivity Augmented reality Video and motion graphics
5.19 5.20
5.21 5.22
5.23
127
Motion Graphics and Shareable Media
5.24–5.27 National
Geographic Channel //
Appshaker
The National Geographic logo
was a large AR marker which
enabled the software to know
the location of the audience.
Markers were also printed on
hand-held postcards which
enabled live intimate experiences
to occur between the audience
and the animated content.
The installation also incorporated
audio specific to each animation
adding another layer of
believability and immersion
to the experience.
5.24
5.25
128
Motion and interactivity Augmented reality Video and motion graphics
5.26
5.27
129
Motion Graphics and Shareable Media
5.28
130
Augmented reality Video and motion graphics Interview: Krystal Schultheiss, motion graphics designer
5.29
5.30
131
Motion Graphics and Shareable Media
5.31
5.31–5.33 Pet of
the month // Krystal
Schultheiss
This title sequence was put
together by Krystal Schultheiss
(Australia) to introduce the
March 2011 Pet of the Month
short video for the Upmarket
Pets online community. As part
of the campaign, a new video
was available online every month
to engage the company with
their online customer base and
community. The animations were
bright, colourful and fun in order
to connect with as broad an
audience as possible.
5.33
132
5.32
133
Motion Graphics and Shareable Media
Interview: Krystal
Schultheiss, motion
graphics designer
As a motion graphics designer at Caramel Creative in Traditional design skills and 3D-software skills also
Melbourne, Australia, Krystal has worked on a diverse help motion graphics artists fulfil their role. Knowing
range of projects and platforms from broadcast to the design fundamentals such as typography, layout and
Web and mobile. colour theory increases aesthetic impact and helps
to communicate to an audience. Knowledge of 3D
What are motion graphics? software and its workflow can assist motion graphics
Motion graphics are graphics that move. The source designers in creating efficient 2D and 3D environments.
of the graphics can range from video, photography to
typography, graphic design and illustration. The focus What is the production process for creating a
of motion graphics is to edit the timing and movement motion project from a brief?
of the graphics, which is as important as the design of A motion graphics work always starts as a script,
the graphics. Timing and motion can add character to storyboard and then an animatic before it enters
even the simplest of geometric shapes. a production phase. A script can be a brief list of
intentions in answer to a problem, or it can be a very
What are the fundamental skills motion graphic detailed script. Once an idea or story is created, it
designers require? is best to break it down visually with a storyboard.
The minimum is knowledge of traditional 2D-animation The storyboard contains every visual keyframe and
skills and an understanding of the language of film. exaggeration. It may also have action, camera and
Traditional animation skills help motion designers studio descriptions of each frame. From here, a
know how to plan a motion graphics project. storyboard is then turned into an animatic, a simple
The planning of a project is essential before using animation or motion video where each keyframe
animation computer software. Motion designers and exaggeration are synced to audio in a movie file.
are effectively a hybrid of animator and video
editor, they must understand traditional animation
fundamentals such as ‘keyframing’, ‘in-betweening’ and
‘exaggeration’ and, as editors, be able to set the tone
and pace of a project.
134
Video and motion graphics Interview: Krystal Schultheiss, motion graphics designer The video production process
What is the process for incorporating motion How does the delivery platform affect the motion
artwork into an interactive project? At what graphic design (e.g. web to mobile)?
point are you involved? The main concern for motion graphics designers is
Every interactive project is different and requires careful the Web. Internet browsers on personal computers
planning by an experienced art director. As interactive and mobile platforms vary immensely in the types of
projects are non-linear in nature, they require video format they can play. Motion designers need to
collaboration with the design team and the skill sets know about compression and video formats in order
of an interactive designer or builder (coder). to publish work online. Before starting any motion
graphics project, designers must investigate where the
Whom do you work with most closely on project will be viewed and design according to that
a project? space or multiple-delivery platforms.
I work closely with the strategic director and the
creative director. I work with them in the planning What other areas should be considered when
phases to most effectively communicate the message thinking about motion design?
visually. On some projects, I am the art director and You must learn about traditional design elements and
have that level of control and input, whereas on others principles. Learn to storyboard your motion projects –
I design the video along with ideas and guidance from it saves time and money when working with clients.
my creative director. When I am art directing a project, Learn about both 2D and 3D animation. Also learn
I usually work with a strategic director who creates about sound and music. Audio makes up 80 per cent
the script and overall focus of the project to give me of any motion graphics project – it adds depth and it is
something to work from. a critical element of communication.
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5.35
5.35–5.37 Social Studio //
Krystal Schultheiss
In this TV commercial for The
Social Studio TVC in Melbourne,
Australia, the video footage is
shot and edited and then motion
graphics are overlaid to add a
dynamic and kinetic aesthetic.
The graphics, which include
the logo and taglines of the
organization, add depth and a
richer sense of visual design to
the commercial.
136
Interview: Krystal Schultheiss, motion graphics designer The video production process Viral videos
Pre-production and shooting 5 Graphic asset creation and design: when shooting
for a corporate client there may be assets that
1 Concept creation: as with any design solution have to be included, such as a client’s logo,
the project has to be idea driven. When creating certain colouration, or art assets that coordinate
concepts the team has to bear in mind not only with other campaigns and media
what is possible and required by the client, but (e.g. the website and print ads). This should
also what is affordable on the budget. run in parallel to the production planning as it
can be time-consuming to create these assets.
2 Scriptwriting: even if there’s no dialogue or
spoken word required for the video, a script 6 Voice-over (VO): voice talent is cheaper than
can touch on the mood and feeling and guide the acted dialogue, so a VO could dispense with
shoot. The script helps the shooting and editing actors. It may be that the concept calls for a VO
teams hit the ‘beats’ of the production in time to set a scene or to voice the tagline at the end
with the desired moments of visual impact or of a video.
importance.
7 Music, soundtracks and audio effects: does the
3 Production planning (pre-production): production call for an original score? If so, the
storyboards and previsualizations are created music needs to be composed; if not, then rights
once the concept and script are finalized. need to be attained for any popular song that is
Storyboards plan and visualize the camera used in the production. Creating or choosing the
positioning, movement and action elements. right music for the aesthetic and emotion of the
They can be detailed or more of an overview. video is crucial. This can involve going against
your personal choices and tastes. The team may
4 Videography (shoot): this can be the expensive all love a certain style of music, but is that going
part as potentially a production could include to work for the video?
actors, directors, film crew, audio people, lighting,
camera operators, artists, stylists, catering and so
on. This is why having a plan and a storyboard
allows everyone to know what’s going on and
streamlines the process.
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Post-production
Post-production is the next step in the process. Once all assets have been created,
video is shot and footage is ready to be prepared for final output. This is a vital part
of the workflow and the design teams have to figure the post-production process
into the project management.
1 Editing (post-production): the initial edit will be a ‘rough cut’ that has the footage
matched up roughly to the soundtrack and/or voice-over that has been created.
If the soundtrack is changed during the edit process, the editor may have to
restart as the timing and feel of the production will suffer.
2 Motion graphics and special effects: at this point the art assets, which could be
static or motion graphics, are brought in to layer over the video footage. This is
where the video gets its polish and deeper aesthetic. Special effects can take a
myriad of forms from mattes to super-imposed explosions, to a specific coloration
and composition. Elements of motion graphics can also be composited in.
3 The finalized edit, audio mix and master: this is the finished project, everything
has been composited together, all elements are mixed and then colour balanced
(to make sure that each shot looks as good as it can and is consistent to the
overall aesthetic). The audio and video are optimized for technical levels and
standards (broadcast is very fussy about the colours you can use). The final edit
is ‘mastered’ to the formats required for the project.
5.38–5.42 HMV Live //
Studio Output
The production process can be deep and very intricate, but sometimes the entire
process is incredibly short. It all depends on the budget and format the client wants. This HMV Live ident was
created by Studio Output in
For example, viral videos are created quickly and often cheaply. The viral video’s
conjunction with Mainframe
low-fidelity or amateur aesthetic is often an integral part of the authenticity desired
studio (animation) and SNK
by the marketing team. As with all design media, the level of quality is dependent (audio) to promote the music
on the campaign or product and is adjusted to suit the needs of the client. store’s live events. The focus
on creating the short (six
second) motion graphic was
on communicating the energy,
hipness and excitement of a live
‘ Art does not reproduce what we see; music event. The ident engages
the audience as a visual ‘burst’
rather, it makes us see.’ working with the music to
introduce the content.
Paul Klee, Swiss expressionist painter
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Interview: Krystal Schultheiss, motion graphics designer The video production process Viral videos
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5.39 5.40
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Motion Graphics and Shareable Media
Viral videos
Online media space has opened up a new creative arena
for advertising, marketing and cultural production. Websites
such as YouTube and Vimeo allow people to create their
own videos and share them with the world. This has mixed
results, but some videos with incredibly low-production
values and very amateur content have produced massive
amounts of web traffic and have their own cult following.
There is a lot of competition for audiences’ attention. So much video now competes 5.43–5.45 Lynx Unleash
directly with mainstream media advertising and brand campaigns that it’s harder for the Chaos // Soap Creative
products and services to be noticed. Agencies have embraced the popularity of sites The Unleash the Chaos campaign
like YouTube and realized that the online space has a different attention span and for Lynx was created in an
unassuming house on a regular
expectations to that of broadcast media. This, coupled with the power to share, has city street. The windows appear
resulted in agencies creating the ‘video viral’ as part of an advertising campaign. to be empty, but when passers-
However, creating a video to go viral is not easy. Kevin Allocca, trends manager by put on special polarized
at YouTube, says that videos become viral because of three elements: ‘Taste-makers, glasses, they see the ‘invisible’
content. Different glasses
communities of participation and unexpectedness’. revealed different content.
Taste-makers are people in the media or well-connected bloggers who have
large online audiences: once they tweet or tell others about the video it’s very likely
to get many hits.
Communities of participation are online communities that are likely to
pass on the clip; these people could be colleagues or communities with shared
online interests.
Unexpectedness is the hardest element to achieve, and it’s the most elusive.
Who would have thought a man halfway up a mountain commenting on a double
rainbow would garner millions of hits, or that a badly animated cat scrolling across
a screen endlessly would become a genuine phenomenon, with people remixing
and remaking the video and posting versions of it back onto YouTube.
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The video production process Viral videos Social media
Virals are designed to have their content shared from one viewer to another to
create a ‘buzz’ about a brand or product. As with cult movies, virals are hard to
predict; some of the most amazing high-production virals garner few hits, whereas
others strike the right note at the right time and become genuine hits.
The hope for any viral campaign is that audiences will love it, share it and then buy
into the product or service being advertised. Viral videos have regenerated failing
brands. Old Spice, which was never much of a youth brand, has created some of
the most successful viral branding campaigns of recent years and has successfully
reinvigorated the brand.
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5.45
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Motion Graphics and Shareable Media
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The video production process Viral videos Social media
5.52
5.53
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Motion Graphics and Shareable Media
5.54
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The video production process Viral videos Social media
5.55
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Motion Graphics and Shareable Media
Social media
Social media is an interactive space but it’s not just
Facebook, it’s really the world of connected devices and
people. Any electronic form of two-way communication that
allows for sharing of content is a social media space, from
Twitter to foursquare and beyond.
5.56–5.58
The aim of social media is to connect people; brands utilize it to connect consumers
Titanic 3D //
to their brands. Communication technologies, such as Facebook and Twitter,
Kerve Creative
are used daily by millions of people. Interactive designers have to thoroughly Titanic was the first advertiser
understand the social media space and how it can be used by clients to enable page on Spotify and linked to
that communication. Facebook. The project created
It’s not enough to put a ‘like’ button on a client’s product and for that to ignite by Kerve (UK) integrated
a traffic storm that will please the client. As with any form of communication, it’s memory, music, video and
about the content. Designing with Facebook and other social media in mind is Facebook friends to create a
important, as we have seen from campaigns like WrestleMania from Specialmoves unique multimedia experience
for Titanic fans old and new.
(which was created specifically for the social media space), but not every project can
The project asked fans to cast
benefit from using social media. Many campaigns are entering a media space that
their minds back to when they
is increasingly crowded and ‘noisy’. It’s innovative designers, who understand the saw the original Titanic movie and
social space, that will be able to exploit it by creating engaging projects. then select music from that year
as a soundtrack. The user’s three
Social media as a platform best Facebook friends would be
Social media has undergone a revolution as brands saw the potential of connecting automatically integrated into a
with millions of users. Few have been able to exploit this new space well. Zynga fan-created trailer and appear as
created FarmVille and other games that existed originally only on Facebook. Atto the stars of the Titanic movie.
Partners in Northern Ireland made Artwiculate, which is a Twitter-based word game.
McCann Digital in Israel used Facebook as part of an anti-drug campaign using the
timeline of a drug user (called Adam Barak). These social games and campaigns have
become a new platform and arena for interactive designers to work in.
Twitter is not as visually oriented as Facebook, with its more stripped down
interface and the restriction of 140 characters per post, but it is about sharing and
publishing user-created content. Like Facebook, it provides a platform for interaction
where the users create and share content.
Facebook has become its own medium and one that (if it continues to evolve
and grow) offers many challenges and opportunities for interactive designers who
understand the function and appeal of social media.
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Viral videos Social media Interview: Steve Smith, senior developer
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5.57 5.58
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Motion Graphics and Shareable Media
Steve Smith is a senior developer and digital director What’s the best way to get started in learning
of Caramel Creative in Melbourne, Australia. how to code?
I would go to somewhere like jQuery.com and do some
When developing an interactive project, is tutorials, or some of the iPhone development tutorials
knowing how to code important? on YouTube.
It is important, but not compulsory. I personally get my I find it useful to work with other senior developers
kick from bringing supplied designs to life as interactive too; I can ask them questions, share the workload, as
interfaces by coding in the mechanics, making things well as learn from the collaboration. Ideally, you should
move and firing off actions and events. have an idea of what you want to make before you
start, and then find out which scripting languages might
With so many applications offering templates be most appropriate for delivering the desired result.
and cut ‘n’ paste code, why should anyone I would recommend learning JavaScript to begin with
learn coding? because it is powerful, easy to write and read, and is
I find it rewarding to be able to create from scratch going to be a fundamental part of the Web moving
and know all of the ingredients that have gone into a forward into HTML5.
project. It’s also more secure for me in terms of knowing
why a part may have broken, or if there’s a bug I can Which essential tips would you give to someone
fix it because I built it. It’s important that designers starting to code?
build a system from scratch and not rely on third-party 1 You’ll need to be a perfect speller and an eagle-
code because this is the best way to learn, and you’re eyed reader and have a good grasp of languages in
creating your own IP (intellectual property). general because you could be scouring thousands
of lines for one missing semi-colon or comma.
2 Aim towards learning OOP (object-oriented
programming), such as JavaScript or ActionScript).
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Social media Interview: Steve Smith, senior developer Case study: pq-eyewear website
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149
Motion Graphics and Shareable Media
Case study:
pq-eyewear website
Studio: Planning Unit, UK
Client: pq-eyewear
The designer Ron Arad had been commissioned to The pitch meeting
design a range of eyewear, and his studio came up The successful pitch was in part an outcome of a
with the concept, name, branding and brand language: misunderstanding. The team was under the impression
pq-eyewear. It was at this point that they wanted to that it was an informal meeting to learn about the
display the brand and its products online, so they project. In fact, they were expected to show concepts
approached Planning Unit. and assets as if for a regular pitch, something that all
the other agencies competing for the job had done.
The brief But the meeting ended up being an informal discussion.
The studio needed a website. The brief was: ‘We have This may have appealed to Ron’s sensibility and way of
a problem, and we are coming to you to fix it’. So, it working collaboratively. As a result, Planning Unit were
was clear from the beginning that Planning Unit had to awarded the project based on this informal approach to
develop the concept, purpose, design and functionality the pitch.
of the website.
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Interview: Steve Smith, senior developer Case study: pq-eyewear website Project: Create a campaign for a TV series
5.61
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151
Motion Graphics and Shareable Media
5.64
PROJECT TOOLS
QAdobe InDesign CS5.5
QAdobe Illustrator CS5.5
QAdobe Photoshop CS5.5
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Interview: Steve Smith, senior developer Case study: pq-eyewear website Project: Create a campaign for a TV series
5.65
Rich media
In terms of producing the video, Ron Arad had
just had a show called ‘Curtain Call’ running at the
Roundhouse in Chalk Farm, London (UK). The
Roundhouse had produced some videos about the
show and Ron, and their team were happy to create
the videos for the pq site. In the studio, Ron was
filmed and interviewed. This material was then edited
along with 3D animations of the products and some
of Ron’s design sketches, resulting in a cohesive
bond with the website design.
Ron’s creativity and vision have gone into this
project, so it was important to showcase this aspect
as a fundamental part of the brand. Video seemed
the ideal support method as it has an immediacy that
people understand.
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Motion Graphics and Shareable Media
Considerations
Q Choose a programme that you know well. Recognize that the sting is not
only for existing fans, but is also to encourage new fans who may not know
anything about the series and characters.
Q T
ry to fix on a theme that runs through the show and use it in the sting.
The theme could be based around wacky humour, deep drama, emotions
or relationships.
Q Stings are short – the audience has to be grabbed very quickly and there isn’t
much time to build character or narrative. Clichés, stereotypes and subversions
work well.
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Case study: pq-eyewear website Project: Create a campaign for a TV series
Considerations
Q What campaigns already exist? Did any of them grab you? If so, why?
Can you repeat that effect?
Q What interaction could be used? Would sharing clips or games help give more detailed
backgrounds on the characters?
Q Should the campaign run across several devices from computer-based websites to mobile
apps and/or interactive billboards or screens in shopping malls?
Q The campaign could integrate with a networked TV or DVR.
Q Research upcoming technologies. 3D glasses, polarized glasses and touch screens are just
the start. The campaign does not have to be limited by space, location or technology.
Q As this is a concept it can afford to be a big idea!
Tips!
1 Video editing takes a long time, so it is important to take this into account when
planning your schedule.
2 Animation takes years to get right. If you need a character consider using a friend
or yourself.
3 Ensure you edit in the correct video format.
4 Remember to apply usability rules to the interactive project.
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6.1
Chapter 6:
Games
Computer games
This chapter explores how interactive designers use 6.4 Jägermeister
Advergames // Hi-ReS!
games to deliver engaging experiences across multimedia and Playerthree
platforms. Interactive design studios usually create Games are a great approach
to getting an audience to stay
games for clients as marketing tools or promotional longer on a website (also known
as ‘stickiness’). Games engage
media, whereas a video game company traditionally interactively and more fully,
creates a stand-alone product. even if it’s within a branded
environment.The Jägermeister
Pinball and Icestacker games
6.2–6.3 Spacewar! //
Steve Russell
Games were created to run
on even early computers (see
image 6.2 of a PDP-1 computer).
Spacewar! (1962) was one of
the first games. It is a two-
player fighter game that could
be played on the PDP-1, as its
operating system was the first
to allow multiple users to share
the computer simultaneously.
6.2 6.3
Computer games Games as an interactive medium
6.4
159
Games
The more life experience a designer has, the more that designer has to draw on
to put into a game. Knowledge of how people react to stimuli and games will also
inform the design process. One way to become a games designer is to make a game.
Making games is the best way to learn. Every frustration, every mistake is a part of the
learning process; don’t wait around for the perfect idea that will set the game industry
on fire, just make a game that works. Then make another one.
160
Computer games Games as an interactive medium
6.5
161
Games
Game components
A game is a system, one that has a mechanic that defines what the game is, as well
as multiple levels that allow the player to explore the world. The mechanic defines
the interaction: jumping in platform games, running and gunning in first-person
shooters, manipulating objects in puzzle games and so on. In his book, The Art of
Game Design, Jesse Schell lists the four basic elements of a game: mechanics, story,
aesthetics and technology.
1 Mechanics
Mechanics focus on how players try to achieve prescribed goals and what
happens to them when they try. Mechanics are unique to the video game
medium; designers must decide on which technology will best support the
mechanics (e.g. first person, platform, puzzle) as well as create aesthetics
consistent with the mechanics (e.g. a first-person shooter has an environment
that matches that field of view).
2 Story
The story gives the mechanics meaning. For example, ‘Why am I jumping
over here?’ – ‘To get to the next level so that you can rescue the princess’.
Narratives come in many forms, the main ones are:
(a) Pre-scripted linear narratives: these are often accompanied by video cut
scenes or FMVs (full-motion videos). The main narrative does not alter in
reaction to the player’s choices, there is only ever one ending.
(c) Emergent narrative: the narrative and world changes dependent on the
player’s interaction. There are effects and ramifications rippling throughout
the game universe based on player decisions.
3 Aesthetics
Aesthetics is not just the look of the game, but is also the feel of the game.
Aesthetics generate the emotional experience and connection within the game
world. If a game has a certain tone or look, designers ensure that the mechanics
and technology reinforce and support that aesthetic. For example, in the Silent
Hill series (survival horror genre), fog, movement and sound effects play an
important role in creating the appropriately scary atmosphere for the game.
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Computer games Games as an interactive medium
4 Technology
Technology is not just about the amount of memory the console or computer has,
or how high the video resolution can go. Instead, technology is the expression
of any materials that make the game work (e.g. controllers and interfaces).
Technology that is chosen for the game will enable it to do some things and
prohibit it from doing others.
6.6
More visible 6.7
Aesthetics
The environment of
Aesthetics sand, water, trees
and track
Mechanics Story
Accelerate, turn, You are the rider
Mechanics Story slow down, perform competing for glory
tricks, etc.
Technology
Game engine,
Technology console, PC, web
browser, etc.
Less visible
163
Games
Games as an
interactive medium
Games are often associated with large entertainment titles 6.8–6.14 America’s Army
// U.S. Army
such as ‘Call of Duty’ or ‘Final Fantasy’. For the interactive The game America’s Army is
designer there are many other avenues into creating games both a global communications
initiative and an educational
for a wide spectrum of audiences. tool. Although the game looks
like many entertainment-based
PC or console shooters, this
Interactive designers are often involved with creating advergames, a term that game reflects the ideologies
defines the use of games to advertise or launch products. Given the enjoyable of the U.S. Army. It’s a serious
nature of games, brands know that launching a game along with a product or game that informs, entertains
campaign is a great way to get the word out to a mass audience. Games used and engages. The concept of
as a marketing tool add value to a brand, and associate it positively with fun, America’s Army is to create a
virtual army experience, one
interactive and emotional experiences.
that puts a player in realistic
combat and peace-keeping
Serious games roles as well as incorporating
Serious games are those that can still be fun but are more focused on training other aspects of the military.
and education over selling a brand. This field contains subject matter that can Players are bound by Rules
involve religious games, political games, simulation and education. of Engagement (ROE) with
additional abilities and training
Edutainment and simulation ‘unlocked’ by engaging in
Games can communicate a message in a way that’s far more engaging to teamwork and adhering to
the Seven Core Army Values:
audiences than a video, lecture or other media. For example, the game America’s
loyalty, duty, respect, selfless
Army, developed by the U.S. Army, is a free downloadable video game that looks service, honor, integrity and
and feels like other militaristic-style games. The difference is that America’s Army personal courage. Updated
is an outreach tool aimed at men and women interested in joining the U.S. Army. regularly, the virtual game
The production values are high, but you cannot play this game the same way you reflects changes in the actual
would a traditional console shooting game. The game educates the player on the U.S. Army, both technological
goals and principles of being a U.S. Soldier. and directive, for example
recent updates have included
an emphasis on overseas
contingency operations.
164
Computer games Games as an interactive medium Interview: Pete Everett, advergame designer
6.8
165
Games
6.17
6.15
6.16
166
Computer games Games as an interactive medium Interview: Pete Everett, advergame designer
6.18 6.19
6.20 6.21
6.22
167
Games
Commercial ARGs
In order to promote the video game Halo 2, 42
Entertainment (US) created a very different style of
campaign with the ilovebees website. It was a campaign
designed to coerce fans away from computer screens 6.23
and to actively engage them with the world. It began
with a subliminal web address embedded in a trailer for
the Halo game. Observant fans who investigated the 6.23 ilovebees Halo 2 ARG // 42 Entertainment
web address saw a website that appeared to have been The ARG ilovebees relied on fans of the upcoming Halo 2 title to work.
hacked by an artificial intelligence. As the site grew and To get them involved it used mystery and at times quite ‘old school’
more content was loaded, the website went viral and technology (such as phone booths) to communicate more parts of the
expanded to become a form of real-life treasure hunt. larger mystery surrounding elements of the game.
As a marketing campaign, ilovebees was the first
attempt to enable an audience to find out more about
a game due to be released rather than viewing a trailer
or reading a review. The success of this ARG-based
campaign has inspired other media, such as film, to use
ARGs in advance of a release date. ARG campaigns were
used for The Dark Knight and Tron Legacy.
168
Computer games Games as an interactive medium Interview: Pete Everett, advergame designer
Art ARGs
There are non-commercial art ARGs that are built as an investigation into the process
and understanding of gaming itself. Uncle Roy All Around You was created by Blast
Theory from the UK and merges the real and the virtual into a technology-enhanced
game of hide-and-seek. The game lasts about an hour and involves up to 12 physical
players on the streets of a real city and players online who have access to a virtual
map of the city they can move in using avatars. 6.25
The players are asked to find the location of Uncle Roy’s office and a disembodied
Roy provides them with clues based on physical locations in the city. The street
players can see the location of online players as they explore their city under
direction from Uncle Roy and online players via hand-held devices. The online
players can communicate with the real-world players via chat systems as the street
players relay their location via GPS and audio. The online players direct the real-
world players to locations of objects that help to uncover the mystery of where Uncle
Roy’s office is and help to uncover a mystery; the players are asked if they can make
a commitment to a stranger.
Interactive designers who understand and can create games are crucial to the
future of any design studio. As games continue to grow, designers have to be able to
exploit the nature of this format and create new ways of playing and entertaining.
6.26
6.24
6.27
169
Games
6.28 6.29
6.30 6.31
6.32
170
Computer games Games as an interactive medium Interview: Pete Everett, advergame designer
6.33
6.34 6.35
171
Games
172
Games as an interactive medium Interview: Pete Everett, advergame designer Case study: Coca-Cola Open the Games
How do you decide who is going to work on Do you have any best practices for designing?
a project? We have a key question: is it fun to play? If the answer
We have a team of 21 people – many of whom are is ‘no’, we’ve failed, and the game will not be delivered
multi-talented. We have a choice of visual styles from until it is. Occasionally, this means we miss a deadline,
the designers, a choice of authoring environments but I’m convinced that clients who procure our
from the coders, and a range of platforms we services are coming to us as game designers, and they
can export to, including web, iOS, Android and should expect no less.
PlayStation Network (PSN). Some people have skills in You could take all the elements of Pac-Man and
certain areas (e.g. physics or AI), but we try to avoid put them together in a way that wasn’t fun to play, but
pigeonholing people. it takes skill to work out what is missing and add it to
All our developers are game designers rather than make it come together. That’s the difference between
‘coders’ and this is key to the success of the games a game developer and a coder. Some things that look
that we build. We give the developers space to add good on paper just aren’t fun, and that’s difficult to
depth to the games that they create and get them on account for on a spreadsheet. Putting the ‘fun’ in takes
board as early as possible to influence the design. work and experience.
6.36 6.37
6.38
173
Games
174
Interview: Pete Everett, advergame designer Case study: Coca-Cola Open the Games Project: Create an advergame
6.39 6.40
175
Games
6.42
Production
The name of the game was Freeride, so it was critical
that the players would be able to start their run almost
anywhere on the mountain and be able to create and
share their own runs/tracks with friends. This required
creating not just a snowboarding game, but also a fully
functioning track designer and editor, as well as a back-
end to store the tracks, players and their upgrades.
The first step was to create a snowboarder player
who could slide down a mountain as a proof of
concept. The team then developed the level editor
and wrote all the server-side interaction. This part of
the larger puzzle was crucial in ensuring that there
6.42–6.43 Character design iterations
was a smooth and solid process underpinning the
There were multiple iterations for the game character; originally, game to reduce the risk of any last-minute technical
the model was simpler and more cartoon style, but, became hitches further down the line. Early on, the team
more detailed. The challenge was in ensuring the same level of prototype proved that the snowboarding part would be
detail in the character selection screens as in the game level. achievable so the focus was switched to the back-end.
6.43
176
Interview: Pete Everett, advergame designer Case study: Coca-Cola Open the Games Project: Create an advergame
177
Games
Project: Create an
advergame
The brief
Design and prototype an advergame (or series of mini-
games) based on re-engaging and remarketing a sports
drink and brand such as Powerade (owned by Coca-Cola).
Imagine Powerade wants to gain ground against its main
competitor Gatorade. Come up with an engaging interactive
project that will appeal to and capture a wider demographic
than the traditional focus of sports players and athletes.
1 Research
Create a research document of six–eight pages. Research the brand that you
have chosen and create initial sketches and ideas for the game mechanic (racing,
platform, puzzle etc.) and platform (web based, ARG, mobile?). The document
should include sketches, wireframes, game examples, and a survey of similar
advergame campaigns.
Considerations
Q S
hould the game be serious in tone (a ‘proper sports game’) or quirky stupid-fun
and introduce characters that could be used across media?
Q H
ow much depth should the game have? It should be able to deliver a positive
experience for the gamer immediately and over time.
Q S
hould the game be on social media sites (casual sites like Facebook) or on a
smartphone, a tablet or web-based?
178
Case study: Coca-Cola Open the Games Project: Create an advergame
Considerations
Q D
oes your advergame deliver the correct message for the brand?
Q W
hat aesthetic are you going for? It could be old school 8-bit or super slick
‘console’ styled.
Q T
he depth of the game is important; if it keeps people playing, it keeps
people connected to the brand. Be careful not to push the brand too hard
and don’t overdo it.
Tips!
1 Concentrate on creating a fun advergame.
2 Make sure the game levels increase in difficulty.
3 Don’t focus on a massive backstory or narrative.
4 Make it simple, but deep.
179
Conclusion
Achievement unlocked! Now you have a really good grasp of the fundamentals of
interactive design. The past six chapters were an introduction to some of the creativity
and innovation that goes into expressing design through this relatively new platform.
The digital interactive space is still uncharted and as new technology develops so
will the possibilities.
There is one fundamental truth in all design: an idea has to be expressed and
created to be worth anything. If it stays in your head, it’s meaningless – it has to be
made real. To achieve this, interactive designers rely on many different skill sets and
collaborators, from programmers to graphic artists and animators, so the key skill is
communication and iteration. Make it, then make it better.
To be successful you must immerse yourself in the medium, making it where
you live is very important. Expertise takes a long time but it’s possible with small steps,
books like this are a critical aid along that path. A passion for the process of design
and knowledge of the wider world of design (for example, product design, industrial
design and graphic design) will always inform your creative process and make you
an interactive designer.
Applying research-based knowledge is a key element in problem solving; a
great idea is only great if it’s appropriate for the intended audience. Being able to see
how other people think and use design is critical when creating interactive projects.
A good designer has to bring the audience along with them, not try to force the future
upon them.
Interactive design is possibly the most exciting space for designers to work in
right now. As technologies become ever more portable and ubiquitous (interactivity
will be everywhere from fridges to phones and wallpaper) the designer who knows this
space and can exploit it for a client is going to be in much demand. The future is very
bright for anyone looking for a career in this industry.
//ends
180
Conclusion // Glossary
Glossary
Agency: a term that describes user interaction Click-through: a measurement of the level Crowd-sourced: using (usually online)
with an on-screen element or in the real world. of engagement with an online advert. A communities to solve problems or create
Without the agency of the player, a video successful ad will have a high click-through content. Wikipedia is an example of a crowd-
game character does nothing. rate as it drives audiences towards the sourced knowledge repository. Anyone can
advertised content. post and correct/edit articles, and add to the
Animatic: an animated storyboard. This is
knowledge base.
the next stage on from a static storyboard. CMYK (see RGB)
An animatic allows the team to see how the CSS (cascading style sheets): advanced
Compilers: a computer program that
motion and timing of the piece will work. layout language for a website. It describes how
transforms code written in one programming
the site is viewed, from defining margins and
Animatronics: mechanical machine language (C++, C#) into another computer
text colour, to the font and overall layout.
that simulates natural movement and language that a computer can use.
subjects (e.g. dinosaurs or presidents in Most commonly used to create an executable Dubbing: in post-production of a video or
theme park attractions). programme that runs on an operating animation it’s the process of recording and
system (OS). replacing an actor’s voice with the one shot on
Application development: the development
location. Dubbing is used because a location
of a software product; includes programming, Compositing: combining elements into
or studio shoot cannot always capture ‘clean’
research, prototyping and software testing. one image or video, for example, the ‘green
versions of the voice or sound.
screen’ an actor is shot against is replaced
Application programming interface (API):
later with an animated/film scene. Or the FMV (full motion video): in the context of a
a software component or tool that allows
combining of visual effects, an explosion or video game it refers to moments in a game that
software to ‘talk’ to each other. So a Google
supernatural effect into a scene. the player cannot control and are often used as
‘API’ allows a programmer to connect their
exposition to drive the narrative forward.
website to Google’s data and to pull that Comps: a rough design layout (often in print)
content from Google onto their page. presented to the client by the design team. Focus groups: used in marketing as a method
It will be a sketch of the design layout and of analysing and capturing data from people
Back-end developers: programmers who
often contains ‘placeholder’ content (not the on their reaction to a product or project.
create the technical engine that runs the
finalized designs).
project and may write the code. For example, Front-end designers: programmers or
on a website, the back-end team would be Contextual enquiry: real-life testing of a design/code crossover people who work
working with languages such as PHP/Python/ project; the data gathered from a real person with a variety of languages from ActionScript
Ruby that may be used for a shopping cart or interacting with a prototype and giving (for Flash) to web languages such as HTML/
a search engine. feedback to the team. CSS or JavaScript. They work with scripting
that affects the look, aesthetic and interaction
Brainstorming: a tool for opening up a Creative Commons: a copyright and licence
of the project. This could be the CSS scripts
free-association discussion for ideas. structure that favours sharing of services
that create the layout of a website or the
and products for the explicit use of remixing,
Brief: a document that outlines a design ActionScript that makes an advergame work.
sharing and distributing. There are some
project, usually assigned by the client. It
commercial restrictions.
focuses on outcomes, not the aesthetic or
technology involved in creating the project.
181
Glossary
HTML (HyperText Markup Language): the Metrics: the measurement of the Persona: a fictional profile created by a team
programming language of the World Wide performance of a project, often used in video (sometimes marketing) that details a potential
Web; an HTML page is delivered by the web games to measure and define where players user of the product. The best way of thinking
server to a web browser, which translates the are spending time, getting stuck, using of a persona is by creating a Facebook profile
HTML into the web page. certain skills or weapons etc. Metrics also can and content for the intended audience who
measure the success of the advertisement will use the project.
Ident: station/broadcast identification image.
in advergaming, and it’s also used in project
For example, BBC or CBS logo, at the bottom Physical computing: the use of electronic
management to assess the value of a project
of the TV image. Also known as ‘stingers’ – the components and code/programming to
against the criteria of time, cost, resources,
videos that play before a programme. create an interactive environment to engage
scope, quality and actions.
audiences outside of a computer monitor
Interface design: in this context, it is the
Motion graphics: moving animation, (e. g. Processing, Arduino and PureData).
design of a system (menus, navigation, control
audio and/or video that combine to create
mechanisms) that communicates between the Pixel density and screen sizes: people
an engaging visual communication project.
user and the application/software. It can also usually sit 70 cm (27.5 inches) from a
Motion graphics usually imply 2D or 3D
apply to hardware (the play button on a DVD computer screen so the pixel density (PPI)
‘graphics’ such as text, diagrams, logos
player is an interface). Also known as GUI or can be 110 PPI and images still look good.
and idents over narrative or Disney-style
graphical user interface. Computer monitors didn’t increase pixel
animations or films.
density much, they just got physically larger.
Lexicon: visual or verbal vocabulary of a
Open source: Software and hardware that Early smartphones and tablets had to get
language or culture.
are community created and offered for free to around the issue of small/tiny screens and
Mechanic: in the context of a game, it is the the world by its creators, for others to share users wanting readable text and sharp images.
physics or heart of how the game is played. or update on a variety of Creative Commons So they upped the pixel density – more image
The ‘jumping’ mechanic defines a platform licences (e.g. the Linux operating system). information in a smaller space. Newer mobile
video game such as Super Mario. devices continue to increase the pixel density
as the physical size of such devices cannot
change much.
7.1
7.2 7.3
Post-production: in video, animation Responsive design: usually refers to CMYK is a subtractive system. Traditionally. it
and film, this is the process of creating the websites, it’s the design and creation of a comes from the mixing of paints, dyes and inks
final look and aesthetic of the production. site/product that adapts to the environment to create a full range of colours. Each colour is
It includes compositing real-life shots with it is being used in. So a website would be created by effectively subtracting wavelengths
special effects, colour-fixing the footage, and content optimized for delivery across mobile, of light and reflecting the remainder. CMYK
adding titles. computer monitor and tablet platforms. starts at true white and then ‘subtracts’ colours
to create a full range of colours.
Project owner: the voice of the client and RGB: There are two colour schemes used in
the studio. The role ensures the project digital design, RGB (red, green and blue) and A computer monitor emits light from its LEDs,
is delivering on the goals and values of CMYK (cyan, magenta, yellow and black). The whereas ink on paper absorbs or filters specific
the client. The project owner also creates main difference between them is that RGB is colour wavelengths. The result is that images
customer-centric content such as user stories, used for anything that is shown on a screen displayed on a computer monitor may differ
storyboards and presentations. (for example, web pages, videos and games) quite radically from what is seen on paper via
and CMYK is used in print. a printer. When working for print, the design
Proof of concept: a very rough technical
application must be using the CMYK colour
prototype that shows the bare bones of how Computer monitors use RGB natively, it’s how
space (these are available in Photoshop,
a project will technically work. It’s enough they display colour to the eye; it’s an ‘additive’
Illustrator and InDesign for example)
interaction to prove the viability of the project. system, which is where colours are created by
and ideally, the monitor should be colour
mixing light emitted from differently coloured
calibrated to the printer for the best results.
sources. As an additive system, RGB colours
begin at black and white is added to create
the range of colours across the spectrum (see
images 7.2–7.3).
183
Glossary
Resolution: An image has a certain number Semiotics: the study of the meaning Team: designers and developers responsible
of pixels across and a certain number of pixels associated with signs and symbols. It looks for delivery of the project: research, analysis,
in depth. Depending on how many pixels per at how a message is communicated through testing and production.
inch this is displayed or printed at dictates the a symbol based on its context in a situation,
Transmedia: associated with expanded
image size. Halving the PPI of an image doesn’t and also how that can be transferred into a
storytelling, it’s defined as one story that is
however halve the image size, as can be seen different context whilst retaining meaning.
delivered across multiple media and outlets.
below. Taking an image from 300 PPI (normal
Smart devices: an ‘always on’ device that The story can come from a TV show, film,
print resolution) to 150 PPI quarters the image
is connected to a network. It is transportable video game or product. A transmedia project
size (see images 7.4–7.5).
(e.g. mobiles, tablets and laptops) and will expand on areas of the narrative not
Scenario: expanding on the use of the also capable of voice, video and data explored in the main medium.
persona, the scenario imagines how this communication.
person will use the product and posits
Subliminal: a subconscious perception of
potential usability shortfalls or design flaws.
an image, sound or video, often because it is
Semantics: the study of the meaning of shown very quickly, but is still perceived by
language as expressed through words. It can the audience.
also be used in relation to programming, for
example, the programming language C++ has
its own defined semantics that a programmer
has to learn to be able to work with the code.
7.5
7.6
184
Conclusion Glossary Bibliography
7.7
Ubiquitous computing: the move towards User-generated content (USG): the Wayfinding: the study of how people or
computers embedded in everything and used dynamic Web where content is created by the crowds orient themselves and get to and from
by everyone. These devices will be able to audience and shared with others. For example, a destination.
communicate with us, and with each other the content may be on a blog, Facebook, Flickr
Wireframes: a form of rough layout that
(e.g. smartphones). or YouTube.
shows the interactive content and flow of the
Usability: the practice of designing an User stories: an approach to imagine navigation in a product, such as mobile phone
interface or product with the end user in mind. how users would engage with the project, apps or websites. For example, what button
Although the interface may make total sense based on their predefined attitudes and leads to which content and how does the user
to the designer, it may not work for everyone. personality traits. get back to the start?
So when it’s ‘user tested’, flaws in the design
Virals: edgy, often controversial, short Zeitgeist: the general cultural climate within
can be addressed through usability testing.
advertisements that are usually only a nation or cultural group. It can be thought
Usability designer: designers (often experienced online. They are created to have of as ‘whatever is hot right now’ in the media,
interactive) who concentrate on how the maximum impact and are designed to ‘go entertainment, advertising, art and design.
product will be used and design the product in viral’ as the goal is to make the audience share
accordance with how the user will use it. the link/video with everyone on their social
network, spreading the campaign’s message.
User experience design (UX): concentrates
on the experience based on cultural relevance,
ease of use, efficiency and worth of the design
to the user.
185
Glossary
Technical glossary Image formats and extension .PSD (Photoshop Data file): the format
An ‘extension’ is the three letters after a used by Adobe Photoshop and can only be
Alpha channel: a portion of every pixel’s file name that denote the application it edited in that application.
data is reserved for transparency. RGB images was created in, or the format of the file. So
(e.g. in Photoshop) contain four channels: red, RAW: available on some DSLR cameras,
‘myfile.doc’ would be a document created in
green and blue (RGB) and one alpha channel. the RAW format is lossless or nearly-lossless
Microsoft Word, whereas ‘myfile.jpg’ is an
The alpha channel identifies how the pixel compression. It produces high-quality files
image file in JPG format.
colours in the image should be merged when that are much smaller than TIFFs.
they are overlaid. It is also referred to as the JPG (Joint Photographic Experts Group):
SVG (Scalable Vector Graphics): an open
‘transparency channel’. a lossy compression format for bitmaps such
standard all-purpose vector format designed
as photographs. JPG compresses an image to
AVI (Audio Video Interleave): a video for the Web and other media platforms.
make it easier to transport or share.
format created by Microsoft and native to the SWF (pronounced ‘swiff’): the web-ready
Windows environment. Lossy: means that information, in this case
default output of a Flash file, it incorporates
pixels, are stripped out of the original file to
FLA: native Adobe Flash file, these are often images, animation scripts, sounds and fonts for
make it smaller.
much larger than the compressed, exported embedding into a web page.
SWF files used on websites. MOV: an Apple QuickTime movie file that
TIFF (Tagged Image File Format): a file that
can be played using a QuickTime player and is
GIF (Graphics Interchange Format): rarely can be uncompressed and used for large high-
native to the Mac.
used as it’s a low resolution bitmap format. quality images. Most high-end scanners and
It was created for very low bandwidth web PDF (Portable Data Format): a document some DSLR cameras capture in TIFF format.
pages in the earliest days of the Web. It that embeds the text, fonts, graphics and other TIFF also supports CMYK so is used for print-
remains popular because it can be used as a information so that anyone can read it. ready graphics and images.
rudimentary animation format. Simple frames
PNG (Portable Network Graphics): created
can be created then displayed on a web page
to circumvent licensing issues that arose from
as an animation.
the GIF format. PNG has a transparency layer
option and can be low or high quality.
186
Conclusion Glossary Bibliography
Videos DV: DV-NTSC, the 720 x 480-pixel default DV MPEG-4 (MP4): latest and highest
Video can be output in several ways and much codec that comes installed with QuickTime for definition compression it’s used for online
like images they have their own compression use in accordance with the North American video, broadcast and storage media. MPEG-4
algorithms known as codecs. There are two broadcast standard and DV-PAL, the 720 offers improved quality from MPEG-2 and is
types of codec, lossless and lossy and two x 576 also available for European playback an HD format. Also seen in the H.264/AVC
methods of using them, authoring (usually standards. DV can be AVI or MOV standards. HD codecs.
lossless) and delivery (usually lossy).
DVCPRO, DVCAM, DVCPRO 50 and VC-1: (WMV 9) video codec: one of the
A lossless video file is the raw recorded DVCPRO HD: types of high-quality DV three video codecs in Blu-ray high-definition
footage, the codec is the format of the file, for format that were developed by camera optical disc standards based on Microsoft
example it would commonly be an .AVI file on manufacturers Sony and Panasonic. Most WMV 9 compression.
a Windows PC or a .MOV QuickTime file on a editing applications support these DV types.
Macintosh. Very few cameras record to these
NTSC and PAL
formats so an intermediary codec is used,
usually MPEG or a variant of it. Delivery codecs NTSC and PAL are two broadcast formats
When exporting to a specific format for a used internationally. NTSC (National
A lossy codec will compress a file size down to device (DVD player or online) these codecs Television Standards Committee) is used in
fit on a variety of media, most commonly using provide the balance between small file sizes North America and most of South America as
the MPEG format, similar to the recognizable and the best image quality.The main three well as Japan. PAL (Phase Alternating Line) is
MPEG-3 (or MP3) music file. codecs are: used in Europe, Australia and parts of Asia.
Some High Definition (HD) cameras FLV/VP6: Flash video is used in many online The main differences are in the amount of
record to a specific HD format AVCHD; the spaces because of its ability to compress video Frames per Second (FPS) and scan lines sent
manufacturers Canon, Panasonic and Sony intensely while maintaining video quality. out (for old non-digital TVs). With NTSC 30
have cameras that use AVCHD. This is another Used by YouTube and Vimeo. frames are transmitted each second with 525
form of codec; the camera is using internal
H.264 (MP4/M4V): really great file size to scan lines. PAL has 25 frames per second with
hardware to compress the video footage on
quality ratio. The files are bigger than FLV 625 scan lines.
the storage medium of the camera. It’s then
uncompressed when it’s imported to an or MPG2 but still look very good especially You cannot play an NTSC format video
editing application. when compressing massive HD files. Used on a PAL television and vice versa. There
extensively on the Mac platform. are workarounds but, like electricity being
WMV 9: is a very flexible codec that allows different in various parts of the world, a
Authoring codecs converter is required.
Authoring codecs preserve image quality for video to scale from mobile devices to high-
editing purposes, the higher and better quality definition DVD. More Windows PC friendly Digital solves many of the problems of NTSC
the original, the more systems the video can than Mac. vs PAL in the non-broadcast world, an MPEG
be delivered on. A high-definition video can These three codecs are often exported in will play on most computers.
go straight out to Blu-ray or be compressed for different ‘wrappers’ for delivery on a multitude
low-bandwidth users on YouTube. of devices and systems, so an H.264 file may
Because of their very large files size and lack of be an MP4 file for a play on a PlayStation 3 or
general hardware support, authoring codecs M4V for play in iTunes. Increasingly almost
are used in editing suites and then exported any video format can be played on any device.
out to the common delivery formats. DivX, Xvid, FFmpeg and 3ivx: these are
Animation: lossless codec developed different implementations of the MPEG-4
by Apple for QuickTime and supports an (MP4) codec. Commonly used to compress
alpha channel. Works well with traditional and distribute video files online for download.
2D animations. Many DVD players have the DivX version of
the MPEG-4 codec built into them.
187
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Gameplay Design www.interactionbydesign.com Deep As It Is Usable
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Andersen, M. (2010) The Year in Alternate launch (video) www.aiga.org Viral video
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Only A Drill Smaby, K. (2011) Being Human is Good
www.gamasutra.com Business
Duffy, J. (2009) Game Design, An www.alistapart.com Useful resources
Introduction Protyping AIGA: the professional association for design
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Kelly, M. (2007) Interactive Prototypes with
Hsia, L. (2011) How Transmedia Storytelling Is PowerPoint Boxes and Arrows: the practice, innovation,
Changing TV www.boxesandarrows.com and discussion of design
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Mall, D. (2010) Art Direction and Design
Luban, P. (2011) The Design of Free-To-Play www.alistapart.com Brand Republic: connecting advertising,
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www.dandad.org
www.wired.com www.alistapart.com
Code questions
Thomsen, M. (2010) Games With The Usability
www.stackoverflow.com
Power To Offend: Surviving And Stoking Gaines, K. (2011) Designing for your
Creativity online: repository of design
Controversy target audience
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www.gamasutra.com www.webdesignerdepot.com
For people who make websites
Motion graphics/video MacGowan, B. (2010) Usability Do’s And
www.alistapart.com
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www.smashingmagazine.com Interactivity and web-based design
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Jenett, D. (2002) Motion Design, the Future http://tv.adobe.com
www.digital-web.com www.boxesandarrows.com
Video tutorials on a variety of software
techniques and applications
www.creativecow.net
189
Index
Page numbers in italics refer to captions. Open the Games 174–7, 175, 176 designing 160–3
coding 148–9, 149 as an interactive medium 164–71, 164,
221B 170 collaboration with clients 36, 173, 177 166, 167, 168, 169, 170
42 Entertainment 168, 168 content management systems (CMS) 24 interview with Pete Everett 172–3, 173
content, usability and 98–9 serious games 164, 164
Adler Planetarium 116, 118 Converse 45 spatial memory 124
advergames 158, 160, 170, 172–3, 173 courses in interactive media 23 Glastonbury app 106–9, 107, 108
AKQA 14, 19, 30, 50, 170 Cow Clicker 157, 166
After Effects 124 creative labs 42 Hans Brinker Budget Hotel 23
album launch, interactive 9, 28, 32–7, 33, 34, creative process, influences and 44–9, 45, HBO 10
36, 37 46, 48, 49 Heartland Funds 48, 48
project for an 38–9 Heineken 30
alternate reality games (ARGs) 168–71, 168, design HiReS! 158
169, 170 credibility 101 HMV Live 138
animatics 120 ten principles for good 97, 97 HTML5 16, 52
animations 50, 120, 124, 130, 130 usability 94–7
health service pitch 71, 81 design documents 26–7, 26 ideas 42, 42, 46
apps 30, 104–5, 105, 166 development and testing 81, 83, 91, 102, 103 IDEO 19, 42, 45
Facebook 19, 56 Donna Lawrence Productions 54, 58 IKEA 41, 52
Film Fresh 66, 67 ilovebees 168, 168
Glastonbury app 106–9, 107, 108 edutainment 164, 164 image composition 82, 84
Heineken 30 emotional connection, creating 54–8, 54, 56 influences and creative process 44–9, 45, 46,
Appshaker 126, 128 engagement, designing 20, 21 48, 49
Arad, Ron 150–3, 151, 152, 153 project 68–9 inspiration 42, 46
art direction and aesthetic 78–81 error messages 95 five-point guide to 46
Glastonbury app 107, 107 Everett, Pete 172–3 integration 84, 84, 87
audience, designing for an 59, 60, 92–3, 106 eye-tracking experiments 100 interaction teams 19, 23, 78–9
augmented reality (AR) 126–9, 126, 128 eyeline 100 interactive designers 20–3
interview with Darrell Wilkins 24
baby duck syndrome 99 Facebook 30, 106, 146, 146 interactive video 41, 52, 113, 114, 118, 124
Barclays 115 apps 19, 56 inverted pyramid 98, 98
Big Spaceship 10, 12–13, 18, 19, 19 games on 16, 146, 157, 158, 166, 166, iteration 80, 103, 176
Blast Theory 169, 169 167
Bogost, Ian 157, 166 viral campaign 82–7, 83, 84, 85, 86, 87 J. Walter Thompson 60
brainstorming 47 Fiat 50 Jacobs, Denise 46
the brief 32, 44, 64, 134, 150, 172, 174 Film Fresh 64–7, 65, 66 Jägermeister 158
Burrows, David 76–7, 77 Future Platforms 104, 105, 106–7, 107
Kaiser Chiefs 9, 28, 32–7, 33, 34, 36, 37
camera motion 84 game designers 160, 172–3, 173 Kerve Creative 146, 167
Caramel Creative 148–9 games KesselsKramer 23
character design iteration 176 advergame project 178–9 Kokokaka 28, 41, 52, 113, 118
choke points 81 advergames 158, 160, 170
Citizen Watch Ltd 74 casual 16, 146, 157, 158, 166, 166, 167 Lionsgate 144
client expectations 35 components 162–3 Louis Vuitton 28, 28
Coca-Cola 54, 173 computer games 16, 49, 149, 158–63, Lynx 24, 49, 140, 143
158, 160
190
Bibliography Index Picture credits and acknowledgements
‘Magic Number Seven, Plus or Minus Two’ proof of concept 50, 80, 120 three-click rule 96
principle 96 prototypes 50, 80 tools, interactive design 124
May, Trevor 104–5, 105 Film Fresh design 66 TVG (The Visionaire Group) 144
medium Glastonbury app 108 Twitter 146, 146
informing design 50–3, 50, 52 for a health service animation 71, 81 two-second rule 96
interaction as a 10 Kaiser Chiefs’ website 34–5 two-way conversation, design as a 12
Mexico tourism 60 Open the Games 176
Microsoft Kinect hacks 31 video and animation 120 ‘unEarth’ television series 135
Mint Digital 31 WrestleMania viral campaign 82 Unity3D 174
Mixed Reality Lab 169 University of Oregon 123
mobile apps 106–9, 107, 108, 166 Rams, Dieter 97, 97 U.S. Army 164, 164
mobile platforms 30, 30, 166 remixing 28, 28 usability
interview with Trevor May 104–5, 105 researching design problem 44, 45, 76 and content 98–9
motion and interactivity 114–25, 115, 116, Rohde, Mike 48 design 94–7, 97
118, 121, 123, 124 roles and titles 78–9 instore promotion project 110–11
motion graphics 130–3, 130, 132, 138, 138, rule of odds 101, 101 testing 83, 91, 102, 103
139, 146 Russell, Steve 158 and visual communication 100–1, 100
interview with Krystal Schultheiss 134–5, user experience design (UX design) 20, 21,
135 Samsung 130 58–61, 60, 63
motion tracking 85 scenarios 62, 93 interview with Lydia Swangren 62–3
multi-platform delivery 63, 64–7, 65, 66, 77 Schell, Jesse 163 user-generated content (UGC) 14, 14, 16, 18
multiple media projects 113, 118, 118 Schultheiss, Krystal 132, 134–5, 135, 136
TV series campaign project 154–5 Second Story 54, 58, 116, 118, 123 video
music, soundtracks and audio effects 28, 52, SEGA 174 digital billboard 60
137 self-reference effect 99 interactive 41, 52, 113, 114, 118, 124
sketching 47, 48, 48, 49, 63 and motion graphics 130–3, 130, 132
National Geographic Channel 126, 128 Sky Broadcast 121 pitch 73
Natural History Museum, LA 58, 59 Smirnoff 21 on pq-eyewear website 151, 152–3
navigation structures 96 Smith, Steve 148–9 production process 136–9, 136, 138
new technology, using 28–31, 108, 174, 177 Snibbe Interactive 116, 118 prototypes 120
Nike 12–13, 124 Soap Creative 16, 49, 140, 143 tools 124
Nintendo Wii hacks 31 social media 31, 146, 146 viral campaign 82–7, 83, 84, 85, 86, 87
Northwoods Software Development 48 campaign for Wrestlemania 82–7, 83, 84, viral videos 138, 140–5, 140, 143, 144
85, 86, 87 visual communication and usability 100–1,
Oliver, Julian 124 Social Studio TVC 136 100
The One Off 115, 121 SOLID Interactive 56, 64–7, 64, 66 visual integration 84, 84, 87
Open the Games 174–7, 175, 176 Southern Comfort 167 voice-overs (VOs) 137
Orange Communications 106–7, 107, 108 ‘spec’ work 73
Specialmoves 21, 24, 91, 95, 160 waterfall effect 98, 98
Pac-Man 16 interview with Darrell Wilkins 24 white space 101
page takeovers 144, 144 Kaiser Chiefs’ website design 9, 32–7, 33, Wieden + Kennedy 9, 32
personas 62, 92–3 34, 36, 37 Wilkins, Darrell 24, 35
persuasion design 56–7, 56 WrestleMania 82–7, 83, 84, 85, 86, 87 wireframes 35, 48, 49, 64, 65, 108, 176
Pet of the Month 132 Spotify 146 workflow 136
pitch 72–5, 73, 74 Studio La Flama 60, 71, 73, 74, 81, 130 Wrangler 113, 118
Glastonbury app winning 106 Studio Output 138 Wrestlemania 82–7, 83, 84, 85, 86, 87
interview with David Burrows 76–7, 77 Swangren, Lydia 62–3
pq-eyewear website winning 150 symmetry/asymmetry 101 YouTube 140
project to create a campaign 88–9 YouTube page takeover 144
Planning Unit, UK 150–3, 151, 152, 153 teamwork 19, 23, 78–9
Playerthree 158, 172–3, 173 technical innovation 31, 108, 177 Zeigarnik effect 99
Polly and Olly 31 Televisa 73
post production 85, 138 testing 81
pq-eyewear website 150–3, 151, 152, 153 usability 83, 91, 102, 103
project management and deadlines 85 TETO 102
191
Picture credits Pages 127–9: Appshaker. Acknowledgements
www.appshaker.co.uk
Pages 8, 32–7: Specialmoves and Pages 132–7: Krystal Schultheiss. The authors and publisher would like to thank
Wieden+Kennedy: www.specialmoves.com www.krystalschultheiss.com the following studios and designers for their
// www.wk.com Page 139: Studio Output. help and support with this project:
Pages 11–3, 18–9: Big Spaceship. www.studio-output.com
www.bigspaceship.com Pages 144–5: TVG (The Visionaire Group) Ron Arad, Julian Oliver, David Burrows at
Pages 14–15, 30, 51, 170–1: AKQA. with Lionsgate. www.tvgla.com designsuperbuild; Utku Can and Angie
www.akqa.com Page 147, 167: Kerve Creative Ltd. Maguire at Mint Digital; Caroline Taylor and
Pages 16–7, 49, 141–3 and cover image: www.kerve.co.uk the team at Specialmoves; Bradley Eldridge
Soap Creative. www.soapcreative.com Page 149: Ink Project (Sydney), for Surf Life at Soap Creative; Pete Everett at Playerthree;
Pages 21, 25, 83–7, 90, 95, 103, 161: Savers Australia. www.inkproject.com Jeff Knowles at Planning Unit; Jesse McCabe
Specialmoves. www.specialmoves.com Pages 151–3: Planning Unit for pq-eyewear at SOLID Interactive, Lydia Swangren and
Pages 22–3: KesselsKramer (Hans Brinker and Ron Arad. www.planningunit.co.uk Emil Picasso Gentolizo; Darrell Wilkins;
Budget Hotel). www.kesselskramer.com Pages 156, 166: Ian Bogost. Trevor May at Ribot; Krystal Schultheiss,
Page 27: Caius Eugene. www.bogost.com Steve Smith at Caramel Creative; Stefanie
www.caiuseugene.co.uk Page 158: Steve Russell. Krukowski, Ashley Stewart and Zoe Conover
Pages 29, 40, 52–3, 112, 118–9: Kokokaka. Page 159: Playerthree and Hi ReS!. at Powell Communications, Lori Mezoff at
www.kokokaka.com www.playerthree.com // www.hi-res.net America’s Army, Lizzie Dewhurst at AKQA,
Page 31: Mint Digital. www.mintdigital.com Page 163: taelove7 / Shutterstock.com Ian Bogost, Julie Beeler at Second Story,
Pages 42–5: Courtesy of IDEO. Page 165: America’s Army/U.S. Army. the creative team at Future Platforms, Alex
www.ideo.com www.americasarmy.com Poulson and Adam Trost at Appshaker, Dan
Page 48: Mike Rohde/RohDesign/ Page 168: Andrew Sorcini, aka mrbabyman. Lamont at Blast Theory and the Mixed Reality
Northwoods Software Development. Page 169: Blast Theory in collaboration with Lab; Angie Maquire and the creative team
www.rohdesign.com // the Mixed Reality Lab. at Mint Digital; Mike Rohde at Rohdesign;
www.northwoodsoft.com www.blasttheory.co.uk // Luis Torres at Studio LaFlama; Michael
Page 55: Second Story and Donna Lawrence www.mixedrealitylab.org Lebowitz and the team at Big Spaceship;
Productions. www.secondstory.com // Pages 173–7: Playerthree for Coca-Cola © Hugo Bergström, Daniel Strandman, Sooki
www.dlproductions.com The Coca-Cola Company: (Capper and Open Song and the creative team at Kokokaka. All
Pages 56–7: SOLID Interactive © Population the Games images) www.playerthree.com the super creative people at KesselsKramer
Action International. www.thinksolid.com Page 173: Playerthree with Channel 4: (Nom including Diana Dekker, Jurian Strik and
Pages 58–9, 122–3: Second Story. Nation image). www.playerthree.com Angela Verduin. Hayley Eynon and the team
www.secondstory.com at The One Off. ; Denise Jacobs, A List Apart.
Pages 60–1: Studio La Flama/Luis Torres/ com; Katrin Klausecker Nadine Stares at
JWT. www.laflama.tv // www.jwt.com IDEO; Jesse Schell.
Page 63: Emil Picasso Gentolizo.
www.mobileandtabletsolutions.com Also a big thank you to Jack Merrell, Caius
Pages 65–7: SOLID Interactive © Fresh Inc. Eugene and Pascal Auberson. Joe Nash for
www.thinksolid.com some early pointers and Will Bakali for some
Pages 70–5, 80–1, 130–1: Studio La Flama. UX help. Jacqueline Salmond for all her help.
www.laflama.tv
Page 77: designsuperbuild. The publishers would like to thank
www.designsuperbuild.com Rhiannon Robinson, Dave Wood,
Page 97: © Dieter Rams (provided by Vitsoe). Colin Davies and Jess Larson.
www.vitsoe.com/gb/about/good-design
Page 100: Hans-Werner Hunziker (Wiki All reasonable attempts have been made
Commons). to trace, clear and credit the copyright
Pages 105–9: Future Platforms. holders of the images reproduced in this
www.futureplatforms.com book. However, if any credits have been
Pages 115, 120–1: The One Off. inadvertently omitted, the publisher will
www.theoneoff.com endeavour to incorporate amendments in
Pages 116–7: Second Story and Snibbe future editions.
Interactive: www.secondstory.com //
www.snibbeinteractive.com
Pages 124–5: Julian Oliver.
www.julianoliver.com
192
F Working with ethics
The Fundamentals
of Interactive
Design
Lynne Elvins/Naomi Goulder
Publisher’s note Introduction
The subject of ethics is not new, yet Ethics is a complex subject that
its consideration within the applied visual interlaces the idea of responsibilities to
arts is perhaps not as prevalent as it society with a wide range of considerations
might be. Our aim here is to help a new relevant to the character and happiness
generation of students, educators and of the individual. It concerns virtues of
practitioners find a methodology for compassion, loyalty and strength, but
structuring their thoughts and reflections also of confidence, imagination, humour
in this vital area. and optimism. As introduced in ancient
Greek philosophy, the fundamental ethical
AVA Publishing hopes that these
question is: what should I do? How we
Working with ethics pages provide
might pursue a ‘good’ life not only raises
a platform for consideration and
moral concerns about the effects of
a flexible method for incorporating ethical
our actions on others, but also personal
concerns in the work of educators,
concerns about our own integrity.
students and professionals. Our approach
consists of four parts: In modern times the most important
and controversial questions in ethics
The introduction is intended to be an
have been the moral ones. With growing
accessible snapshot of the ethical
populations and improvements in mobility
landscape, both in terms of historical
and communications, it is not surprising
development and current dominant
that considerations about how to structure
themes.
our lives together on the planet should
The framework positions ethical come to the forefront. For visual artists and
consideration into four areas and poses communicators, it should be no surprise
questions about the practical implications that these considerations will enter into
that might occur. Marking your response the creative process.
to each of these questions on the scale
shown will allow your reactions to
be further explored by comparison.
01 02 03 04 05 06 07 08 09 10 01 02 03 04 05 06 07 08 09 10
Your specifications Your creation
What are the impacts of your What is the purpose of your work?
materials?
Between you, your colleagues and
In relatively recent times, we are an agreed brief, what will your creation
learning that many natural materials are achieve? What purpose will it have in
in short supply. At the same time, we are society and will it make a positive
increasingly aware that some man-made contribution? Should your work result
materials can have harmful, long-term in more than commercial success or
effects on people or the planet. How much industry awards? Might your creation help
do you know about the materials that save lives, educate, protect or inspire?
you use? Do you know where they come Form and function are two established
from, how far they travel and under what aspects of judging a creation, but there
conditions they are obtained? When your is little consensus on the obligations of
creation is no longer needed, will it be visual artists and communicators toward
easy and safe to recycle? Will it disappear society, or the role they might have in
without a trace? Are these considerations solving social or environmental problems.
your responsibility or are they out of If you want recognition for being the
your hands? creator, how responsible are you for
what you create and where might that
Using the scale, mark how ethical your
responsibility end?
material choices are.
Using the scale, mark how ethical the
purpose of your work is.
01 02 03 04 05 06 07 08 09 10 01 02 03 04 05 06 07 08 09 10
Case study Henry Dreyfuss and telephone design
One aspect of interactive design that raises US industrial designer Henry Dreyfuss was
an ethical dilemma is the way that it can be a pioneer in the field of ergonomics. By
applied for novelty commercial purposes applying a scientific and user-centred
rather than more meaningful human approach to design problems he
interactions. As a fast-developing area of understood that great designs came from
design the use of new interaction empathizing with how people interacted
techniques often comes from large with the products of his time.
companies that wish to explore the
In the 1930s, Bell Laboratories approached
opportunities for marketing. Interactive
Dreyfuss to design ‘the future of the
design has the ability to change the
telephone’ as one of a small number of
behaviour of users. It shapes how people
invited artists and craftspeople. Dreyfuss
are when they use technology and shapes
declined, suggesting that ‘a telephone’s
their interactions with others. Interactive
appearance should be developed from the
design has the very powerful ability to
inside out.’ The company disagreed, but
connect people to each other, but
returned to Dreyfuss several months later
commercial applications may be more
explaining that whilst the other artists
about connecting people to a company or a
offered interesting and original designs,
brand and directing their behaviour toward
they were all impractical.
a purchase. The investment in interactive
design by commercial companies has the Research began with Dreyfuss becoming
potential to develop the capabilities and the assistant of a telephone repairman so
allow designers to work on other projects he could see what people really did with
that may not be as well paid. their phones. The result, launched in 1937,
was the Bell 302, a rugged, easily repaired
Is it more or less ethical to work on projects
phone and the first to have all its circuitry in
whose main purpose is a sale? How much
the base, without a separate ringer box. It
responsibility should an interactive
had a metal finger dial with white porcelain
designer have in this situation if projects are
numbered plate.
commissioned by clients that are driven by
commercial gain? Even if designers want to Improvements in electronics and plastics
use their skills to improve human led to a redesign of the 302. Several years
interaction rather than sales, what might of research and testing by Dreyfuss led to
they most usefully do? the Model 500 being introduced in 1949. It
improved upon several areas of design that
had become problematic. The numbers on
the porcelain dial plate wore off with use.
The 500 put the numbers outside of the
finger holes and moulded them into the
black plastic rather than printing them on
the surface. This enabled the user to see
the numbers while the dial was spinning Is it more ethical to design functional
back to its resting position, allowing them features than marketing features?
to prepare to dial the next digit. As a result,
Is standardization more ethical,
there was a reduction in misdialed calls.
or more democratic, than
In 1956, Henry Dreyfuss Associates was personalization?
commissioned to design what became the
Would you provide designs for a
Princess phone – the first model designed
client that wanted purely aesthetic
from a marketing, rather than an
styling concepts?
engineering, perspective. It was also the
first Western Electric phone to have a
trademarked name instead of a model
number.
AIGA
Design Business and Ethics
2007, AIGA
Eaton, Marcia Muelder
Aesthetics and the Good Life
1989, Associated University Press
Ellison, David
Ethics and Aesthetics in European Modernist Literature:
From the Sublime to the Uncanny
2001, Cambridge University Press
Fenner, David E W (Ed)
Ethics and the Arts:
An Anthology
1995, Garland Reference Library of Social Science
Gini, Al and Marcoux, Alexei M
Case Studies in Business Ethics
2005, Prentice Hall
McDonough, William and Braungart, Michael
Cradle to Cradle:
Remaking the Way We Make Things
2002, North Point Press
Papanek, Victor
Design for the Real World:
Making to Measure
1972, Thames & Hudson
United Nations Global Compact
The Ten Principles
www.unglobalcompact.org/AboutTheGC/TheTenPrinciples/index.html