Fundamentals of Interactive Design

ISBN-10: 2940411867

ISBN-13: 9782940411863

Edition: 2013

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 The Fundamentals of Interactive Designtakes a snapshot of the essential areas of digital design and introduces the reader to their importance. It explores best practice for creating within this medium. These fundamentals provide a core skill-set and an invaluable insight into the world of interactive design. This book examines the work flow and process of creating and exporting design across multiple media platforms in a progressive and logical way. The book is aimed at designers who have never worked within the interactive medium as well as those who have some digital knowledge but are looking for application across a wider spectrum of media. It is also for those looking for inspiration and new creative directions.
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Book details

List price: $36.95
Copyright year: 2013
Publisher: Bloomsbury Publishing Plc
Publication date: 4/1/2013
Binding: Paperback
Pages: 200
Size: 8.00" wide x 9.00" long x 0.75" tall
Weight: 1.628
Language: English

nbsp; Michael Salmondis a digital interaction designer, artist and media theorist. His work has been exhibited and published nationally, internationally and online. He has been practicing within the digital medium for over 20 years and currently teaches interaction and digital design at Florida Gulf Coast University, Florida USA.

Gavin Ambrose is an author, educator and practising graphic designer whose client base includes the art sector, galleries, publishers and advertising agencies. He has written and designed numberous books on graphic design, branding and packaging.He currently teaches the Graphic Design BA at the University of Brighton.

Interactive design as a discipline
What is an interactive designer?
What is interactive design?
Working in the medium
Bringing it together
Interview: Joe Nash, freelance interactive designer
Looking to the future of interactive design
Case study: Kaiser Chiefs (Specialmoves)
Designing experiences
Where do ideas come from?
Designed behaviours
Digital semiotics
Audience expectations and interactive conventions
Interview: Second Story Design Team, 'Interactive Stories'
Case study: LA Natural History Museum (Second Story)
Getting to know the industry process
The pitch: winning the contract
Being part of the pitch team
Interview: Dave Burrows, interactive designer, 'The art of the pitch'
Best practices for the pitch scenario
Creating the pitch materials
Case study: Wrestlemania promotion campaign (Specialmoves)
Audience, usability and testing
Revisiting the audience
User personas and scenarios
Usability in design
Interview: Trevor May, 'Designing for mobile platforms'
Usability and content
Usability and visual communication
Usability testing
The design document
Case study: Glastonbury Smartphone App ¡(Future Platforms)
Motion, sound and transmedia
Motion and interactivity
Moving image as prototype
The production process
Motion graphics
Interview: Paul Goodfellow, animator, 'Animation and interactivity'
Viral video
Audio and sound design
Case study: Shooting the Audi R8 Commercial (Apple Studios)
The game industry
What does it take to be a games designer?
Editing the idea
Interview: Pete Everett, CEO Playerthree, `What is advergaming?���
Game metrics
Serious games
Casual games
Alternate reality games (ARGs)
Case study: Coca Cola (Playerthree)
Back to basics, the fundamentals
The designer'stoolkit
Developing specialist skills
File formats, resolutions and acronyms
Preparing for the future
Interview: Darrell Wilkins, CEO Specialmoves, 'Landing the interview, getting the job'
Interview: D&AD 'Young designers, capitalizing on potential'
Case study: Patrick McGoldrick, 'How I landed with ForPeople Studio'
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