Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Wednesday, 23 October 2013

Hot in Cleveland: Whether it's Graphic Design Or tracking down thieves, Hotcards does it their way

This April, Hotcards.com, the Cleveland-based marketing firm and printing company, moved to a 22,000 square-foot facility on Superior Ave. The company has personalized the space, with speakers piping in dance music and a mural of innovation idol Steve Jobs decorating the wall, but move hasn't been without its hiccups.

Hotcards maintains an open-door policy that allows clients to stop in and talk in-person with designers and reps about what they want of their next set of business cards, fliers, promotional t-shirts, whatever. But three weeks ago, this openness was abused by an unidentified man who came in off the street and stole a bicycle from the rack in their lobby, brazenly in sight of the then-unattended receptionists' desk.

However, ever the promoters, the company turned the heist into something of a viral event, producing a "Hotcards Most Wanted" video with Purple Films, the production company they collaborate with and lease space to.

The video offered a bounty of 500 business cards to anyone who could offer information leading to the apprehension of the marauding cyclist. But besides marshaling the foot soldiers of justice and cardio, Hotcards disclosed a lot about its culture. Its staff is willing to roll with punches and laugh at itself. And it's aggressive at what it sets itself to: rather than just wait for law enforcement to do its job, they publicized their perp's face, packaged in a John Walsh parody. They might be described as cheerfully relentless.

CEO John Gadd says that his organization has a "well-defined culture" that seeks out people of its own kind. "We're obsessed with customers, very optimistic, and very hardworking," Gadd says.

Utterances of the word "obsessive" usually conjure up associations of introverts exhausting themselves at some eccentric project whose motivations are best understood by themselves. But Hotcards is appropriating the word for its outgoing, Type-A, 5-Hour Energy-buzzed self. Gadd relates the story of a client, the owner of a chain of restaurants in Michigan, who turned in their files for an order of promotional materials late on a Friday afternoon. The literature needed to be delivered by Monday. Hotcards stayed up all night printing, and then drove the shipment to the client's 33 locations throughout Michigan.

Gadd says that this sort of fanaticism is something that it seeks out in hires, and that he couldn't cultivate it if he tried.

"You can't teach people to be this way, but you can reinforce it, and teach certain actions," Gadd says.

At the same time, Gadd insists Hotcards cannot be, nor does it want to be, "all things to all people." This means that Hotcards stands by the product line its worked hard to develop: business cards, postcards, flyers, and websites. Probably the most successful products are the self-named "hotcards," which can serve as business cards or promotional literature, printable in any size, and with an assortment of stocks and coatings.  

Though Gadd says that his designers will make something new for each client, what is made will be made within the boundaries of their tried-and-true products. However, these outlines are broad enough to meet diverse needs. Gadd suggests they're met so well, that they can inspire loyalties clients don't even realize they have.

He is tickled by one anecdote about overhearing buyers approaching their competitors and asking about their "hot card" offerings.

"It's awesome. The more people we can have calling our competitors and talking about hot cards, that's great branding," Gadd says.


View the original article here

Wednesday, 2 October 2013

Inside iOS 7's design changes

iOS 7 is nothing less than a full-fledged overhaul of the operating system's look and feel, while maintaining the interface that makes the device so easy to use.

"Whether you love or hate the new design – or fall somewhere in between – it's going to require an adjustment."

iOS has followed more or less the same design blueprint since its introduction in 2007, albeit with refinements along the way. But what we see in iOS 7 is nothing less than a full-fledged overhaul of the operating system's look and feel, while maintaining the interface that makes the device so easy to use.

From the lock screen to the Settings app, almost nothing has gone untouched visually in iOS 7. Apple has banished skeuomorphism. Instead, we get a straightforward, lightweight interface with an emphasis on thin, space-saving text and high contrast.

Gone, for the most part, are richly textured icons; in are simple schematic-like designs with little shading and depth. Likewise, either text or icons have replaced buttons in most places. The remaining buttons are generally very simple – for instance, a circular border with text in it.

Whether you love or hate the new design – or fall somewhere in between – it's going to require an adjustment.

While the familiar iOS lock screen has retained the same key elements in iOS 7, Apple has given it a thorough makeover.

Whereas previously whatever image you chose to adorn your lock screen appeared as a letterboxed image between the clock and the unlock slider, your wallpaper now fills the screen, personalizing your device more than ever. A clock with the current date appears at the top, along with a row of icons for signal strength, carrier, Wi-Fi, battery life, and more.

Also at the top is a handle for Notification Center, which you can swipe down to access the feature. You can swipe a mirroring handle at the bottom upward for access to iOS 7's new Control Center. (You control lock-screen access to these items from Settings > Notification Center and Settings > Control Center, respectively.)

When you swipe to unlock your iOS device, you can do so from anywhere on the lock screen – if notifications are present and you swipe one, it indents slightly, and the device unlocks into the app of your choice.

If you have a passcode enabled, when you swipe to the right you're taken to a screen with a numeric keypad (or, in the case of an alphanumeric passcode, a keyboard), in which you can enter your passcode.

At the right is a Delete button for removing a character if you type the wrong one, and (if you're using an iPhone) at the bottom left is an Emergency button, which gives you access to a phone keypad in case you need to make an emergency call.

When media is playing, media controls replace the clock at the top of the lock screen (a small clock then appears in the menu bar).

The media players include a play progress bar, complete with a movable playhead; the name of the track, artist, and album; play/pause, previous track, and next track buttons; and a volume slider.

You can also still access the camera from the lock screen by swiping upward on the camera icon in the bottom right corner.

Despite the many changes to iOS 7, the home screen will still look pretty familiar to most users, albeit with a few minor changes.

The grid of icons you know and love is still present, though many of the icons have taken on a newer, simpler look. Likewise, the dock at the bottom of the screen is now flat and translucent, in contrast to the 3D-styled shelf of iOS 6.

If you're trying to swipe right from the home screen to access Spotlight – to no avail – you'll discover that it no longer lives on a separate screen. Rather, you summon Spotlight by touching anywhere on the home screen (not on app icons), and then dragging down.

Spotlight features a new look, but still delineates by category (apps, emails, events, messages, and so forth), and tapping any result will launch the appropriate app. To dismiss Spotlight, either tap the Cancel button in the top right, tap somewhere outside the list of search results, or press the Home button.

Folders have taken on a different look as well: Rather than resembling linen-backed drawers, they're now translucent white icons. As before, they show off the icons of the apps they contain. And though each folder screen contains just nine apps, instead of the 12 (or, on the iPad, 20) they used to hold, you can now have multiple screens within a folder, accessible via swiping.

App icons themselves get a couple new looks: When they're updating (which they now do automatically in the background, so you may not see this much), they appear with a circular progress bar overlaid on the icon. And new apps you've downloaded but not yet launched have a blue dot next to them, instead of the New banner of iOS 6.

One of the design changes Apple stressed when unveiling iOS 7 was the inclusion of distinct layers. Your wallpaper, for example, lies behind the icons on your Home or Lock screen, and if you tilt your device, you'll see it shift slightly, as though it's farther away. But if you don't care for that look, it's easy enough to turn off in Settings > General > Accessibility > Reduce Motion.

There are also layers that live on top of your icons, specifically the slide-out panels for Notification Center and Control Center. In both cases, you'll notice that you can see through those panes, getting a blurred frosted-glass look at what lies behind. You can deactivate that option too in the Accessibility section of Settings, by enabling the Reduce Contrast option.

Both the transparency and the layered approach are designed to give you a clearer view of where things are in the operating system.

That approach extends to gestures as well. For possibly the first time since introducing iOS, Apple has added a new gesture: Swipe to the right to go back or up a level. You can use this gesture in Safari, Mail, Settings, and other apps.


View the original article here

Tuesday, 1 October 2013

iCloud.com gets the iOS 7 design treatment

By Serenity Caldwell | Macworld.com on September 19, 2013

Ustwo discusses app and UX design of the Tesco Hudl 'tablet for everyone'

The digital studio discusses its work helping make the Tesco-branded tablet easy to set-up and use for the average consumer.

None of the experienced tech journalists we share an office with had high hopes for Tesco's tablet, the Hudl – but it managed to pleasantly surprise TechAdvisor's Chris Martin when he had some hands-on time with it at its launch event. The Hudl isn't – as we initially expected – just a cheaper-than-the-rest attempt to pull in unwary consumers who buy on price rather than quality, but an attempt to create an Android tablet for even the least tech-savvy consumers. It's a bold feat considering low-cost Android tablets are invariably crap and difficult to use, but for the average Tesco shopper ease-of-use and a smooth user experience is essential.

The success of the Hudl's UX is in a large part due to the work of Shoreditch-based agency Ustwo, who worked alongside branding agency SomeOne. The firm is best known for iPhone games such as Whale Trail and Blip Blup – and having an in-office wendy house for meetings – but its specialisation in UX has extended in many directions, including designing interfaces for financial trading systems.

Ustwo created a custom version of the Android set-up process for first-time users and a launcher app that smoothly delivers users to Tesco's apps and services such as ClubCard, Grocery, Tesco BlinkBox and Tesco TV – plus some pretty wallpaper that feeds into the cosmic-influenced branding.

We caught up with ustwo creative director David Mingay to find out more about how you design for the most mainstream of audiences.

NB: How would you describe the design aesthetic of the elements ustwo created?

DM: "For Hudl, we had to develop a whole range of digital branded elements, ranging from refining the icon language into something more consistent and practically useful, through to system sounds and everything else in between.

"The brand direction derives from the notion of the tablet emerging as a central part of a user's life, exemplified by the star motif, which sits within a solar system. Our challenge here is how to translate that high level approach into something actually meaningful and useful for the user.

"The design direction meant embracing a clean, clear and colourful execution, firmly with the quality of user experience in mind. Getting this balance right with a new brand, can take time, but when you iterate and review over several cycles, you can, with the right team, create amazing things."

NB: What level of knowledge did you expect the average user of the Hudl to have and how did you design the UX for them?

DM: "Tesco really wanted this tablet to appeal to people who have not necessarily owned had tablets before, as three quarters of British households don’t own a tablet computer. They wanted to create something affordable but not at the expense of user experience or using inferior technology.

"This approach immediately resonated with us, so we explored what the needs and goals of these types of users were and worked from there. We're big advocates of the User Centred Design process (UCD) and although timescales were very tight, we managed to test early wireframe prototypes and iterated accordingly.

"One of the great things working with this Tesco team is that they realised that people would be turned off from overt Tesco-branded and locked-down apps. Instead they wanted users to have a fairly generic Android experience, but if they were a Tesco customer, they wanted to provide quick ways to access those services and view their status – for example a widget that displays their ClubCard points or when their groceries are going to be delivered.

"Additionally, we built a 'Getting Started' app to guide and teach the user about the possibilities of their device. As well as providing direct links to essential apps, we included a progression meter to encourage the user to go through the whole guide and therefore increase their understanding of the device's potential.

NB: Tell us a bit about the design of the user journey during set-up of the tablet (above)

DM: "The challenge here was to work with the vanilla Google set up journey in a way that made most sense to the end user. It was tempting to go down the path of really differentiating the Hudl-specific setup steps – but given the target audience and general best-practice design principles, we created an experience that was as short and seamless as possible with no jarring deviations.

"Tesco also wanted to ensure that parents were given guidance as to how they could take steps to protect their family from the issues that arise from having devices accessing the Internet. So we made sure we included that as part of the first-time user journey."

NB: Tell us about design of the the launcher (above)

DM: "The launcher was specifically focused on being a fast track into the web- and app-based Tesco offerings. We wanted a visually-rich, yet practical mechanic that encouraged exploration and gave the user enough information to help inform their next step decision – with it all fitting in within Android user experience guidances.

"Ensuring consistency of execution really helps in keeping a high quality of user experience: typographic design, grids, colour palette, etc."

NB: Are you working on more apps for future additions to the tablet?

DM: "We are helping Tesco in evolving the Hudl user experience across a number of projects right now, so stay tuned."


View the original article here

Friday, 20 September 2013

How to get a design job at Google

The senior designer at Google reveals the secrets of getting hired: "be prepared".

I caught up with Fabio Sasso at the Reasons To Be Creative conference in Brighton last week. I've known Fabio via email since I took over as editor of Digital Arts four years ago. Back then he was an independent web designer and blogger who contributed some of our most popular Photoshop tutorials from his studio in Sao Paolo, Brazil. Since then he's joined Google, where he's a senior designer, and moved to California – though he still finds time to run his ever-popular blog, Abduzeedo.

His talk at RtbC charted the highs and lows of his career, from losing everything during a robbery at his studio in Sao Paolo to being approached – and then hired – by the web services giant. He also got a gentle ribbing from his girlfriend Ibby, who pretended to be an audience member and asked pointedly how he found time to run Abduzeedo while working full-time at Google – and how he found time for a life outside the two.

We sat down after his talk with a well-deserved pint (above), accompanied by Ibby, to discuss his experiences with Google – and how you too could get a design job there.

NB: Why did you want to work for Google?

FS: "When I started my company back in 2004, I never imagined I'd go back to work for somebody else. When I got the [email about applying to work at Google], I knew it was right. It was not just that chance to work for them, it was an opportunity to move to another country – where I could have more opportunities overall. I remember thinking, 'If I can't adapt to it, I can always go back and start my own company again – so I'm going to give it a try'."

NB: What did you think of Google before you joined?

FS: "I didn't [have a mental image of what working at Google would be like], as I was coming from a different country. I had no idea about the culture of the US or its working culture. Everything was new.

"It was way better than how things worked in Brazil, where are people looking to take your job. Everything [in Brazil] is so insecure. At Google, they treat you nice. It made me feel a bit insecure – [I asked myself] 'what did I do to deserve this?' – but now I'm getting used to it. [laughs]

NB: What surprised you most?

FS: "It was way bigger than I imagined. It's a massive company. I didn't have experience of working inside that before I joined.

"It's a bit like when I was in college and I had to do projects with my whole class. We had design critiques and then other designers would come in and give us more feedback.

"This was something that I was missing [in my career previous to Google]. When you're in a two person company, sometimes you agree about things but there's no discussion. You get used to that other person and there's no conversation anymore.

Fabio on stage at Reasons to be Creative

NB: What's different about working at Google?

FS: "It was also a chance to work on a product that has a huge audience. It's not like designing for a small company where it's easy to understand what you have to do. There's so much to learn and for me it's more of an opportunity to learn.
"Also, I feel like I'm more of a product designer than a [graphic or web designer]. Product design is all about creating many iterations, and learning from your mistakes and seeing how can you improve it. It's about constantly changing things. Some people might think it's more boring, as you don't have the challenges of a new thing everyday."

NB: How do you change your mindset from being a designer for clients to being a product designer?

FS: "[You need to] be more open. You're not always right. When you're designing a product you're always learning. You need to learn when is the right moment to innovate, otherwise you'll keep doing the same thing – as that's what the audience wants and there's no innovation. Find the balance between when it's time to break the rules and when to follow them.

"It's also about looking at it like a long-term project – like running a blog. Abduzeebo is very similar in some ways. We've been tweaking the site for seven or eight years now. We've been through the process of finding out that 'this redesign looks more beautiful but people aren't finding the content'. By tweaking, you end up with something that's not exactly what you wanted, but it performs way better.

"I ask myself 'What is good design?': A beautiful design or one that just works. It depends on what you want to achieve. Do you want something that appears in design galleries? Then make it super beautiful. Otherwise – and for my blog especially – it's all about trying to make sure that things are working.

[You also have to accept that there are parts of your product that] you cannot control. At Google, we have Google images. We cannot [move images higher up the search ranking] because it's more beautiful. It depends on what people are searching for: you have the algorithm, the ranking. You can't predict if its the one that's perfectly composed.

NB: How do you get a job at Google?

FS: "Google is hiring designers. We want to have more designers. The most important thing is to find a position that you like. Put together a nice presentation and portfolio that shows you can meet [the challenges of that position]. Go there. Be prepared. Present those key factors that we're looking for in a way that proves you can do it, and you can get a job at Google."

NB: Do you need to be a generalist?

FS: "It depends a lot on the team that's hiring. Me personally, I prefer more of a generalist than a specialist as I find it easier to work with those people because I'm a generalist too."   

NB: Why do you think they hired you?

FS: "Because they had completely lost their minds [laughs]. Abduzeedo was a nice project that I had that proved I was able to deliver, and that  I was able to work under pressure. Abduzeedo allowed me to try different things. We had an iPhone app, and in the interview I showed we had an app I had built, and a web version of the app.

NB: Tell us about the infamous interview process

FS: "It's not simple. There are exercises to see if you can do the job. It's a regular interview, but you have to be prepared. You have to be able to lead the interviewer through the process behind how you created something, not wait for them to ask you lots of questions. Cover as much as you can.

"Once you get approved by that, you have to go in front of hiring committees. It's an arduous process. It takes three-to-four months.

"Going for the interview is an easy and simple process. You go to the interview and do some exercises. But you have to be prepared. That's the tricky part.

NB: Why have you kept Abduzeebo going?

FS: "The blog gives me freedom. If I want to do a Photoshop poster, I just do it. My constraints are just my time, around my girlfriend who's going to get mad at me because I'm working all the time. [laughs and looks at Ibby, who laughs too].

The Reasons to be Creative conference in Brighton brought together the likes of Stefan Sagmeister, Jon Burgerman, Geri Coady, Erik Spiekermann, Naomi Atkinson, Fabio Sasso, Mr Bingo and more to discuss topics dear to most creatives' hearts: from finding happiness and creative success and failure, to how to motivate yourself and change what you do for the better. It even got attendees singing in unison.


View the original article here

Interview: Craig Ward talks graphic design lies and why you should stop hating Comic Sans

UPDATE 11/9/13:  Due to its success, Popular Lies About Graphic Design has now been published it second edition – and is soon to be translated into Chinese.

UPDATE 3/12/12: Actar now says that orders have not been cancelled, but have been delayed by 10 days.

UPDATE 30/11/12: Due to a publishing snafu, all European orders for the book through Amazon have been cancelled (including from Amazon UK). If you want to get your hands on the book, visit the Actar website and order it there.

Craig Ward is a liar. The designer and art director has just released a book called Popular Lies About Graphic Design, where he sets out to demolish widely held 'truths' that he thinks are a lot of codswallop – from 'Graphic design is easy' (yep, Ed) and 'There’s no budget but it’s a great opportunity' (definitely) to 'The client is a $%&*' (not always) and 'Comic Sans is the worst typeface ever created' (erm...).

Each 'lie' is either demolished piece by piece, or used as a jumping off point to discuss what Craig's learned over his years in the business from starting out in London to his current career in New York. Funny answers are juxtaposed again thoughtful reflection – and the centre of the book is given over to the likes of Stefan Sagmeister, David Carson and Milton Glaser explaining the worst lie they've ever been told.

I sat down with Craig to find out more about the book, and explore some of the areas he touches on.

NB: Why did you use the concept of lies to set out these thoughts? For example, were these things you used to believe but experience has taught you differently?

CW: "I think the joy of being a designer is that it's a constantly evolving experience, there are surely parts of this book that my opinion will perhaps have shifted on in a few years time but that's kind of the point. I set out on page one (sort of) that fact that this is a book full of opinions. There are so many books out there that just say 'this is how it is supposed to be' that they don't really leave any room for interpretation and I certainly didn't want this to come across like that.

"Lies is a good hook, I think – it's punchy and memorable.

"The whole idea of the truth is subjective anyway, so it felt like a good format to set the lie out, distress it or warp it in some way typographically – and then argue why I believe this not to be the case."

NB: Who did you have in mind as a reader when you were writing this?

CW: "Myself and younger practitioners – students and recent graduates – are the main market really. I wrote these little essays for myself, way before I'd thought about collecting them into a book so there's an element of catharsis in there.

"I feel like I never got out of the student mentality – the experimental, try anything once kind of mindset – and I think that's something I'm really proud of. It's what (I hope) keeps my work fresh. There is, probably, nothing in the book that someone who has been working for 15 years won't have heard before – but hopefully they'll find something interesting the way it's written, the way I argue it and also seeing it in the context of the book.

"I actually love the idea of this little book living in designers' bathrooms all over the world; the kind of thing that anyone of any experience can dip in and out of."

NB: Is Comic Sans hated less for itself – even despite its ubiquity – but more as a symbol of the way that many people use fonts without any thought given to how they texture they text? And is this a form of snobbery in itself?

CW: "Definitely. As much as anyone likes to think that they're not a design snob, you're always judging other people's work – consciously or otherwise. Comic Sans has just had some really bad PR and that section represents kind of the fluffy side of the book which I wanted to put in there alongside some of the more worthy discussions."

NB: You argue that Helvetica isn't a "neutral" font and designers should ask themselves why they want such a font anyway. As more and more apps, sites and networks with a single typeface within them are being created that allow many forms of communication, do you think we need to use a greater choice of neutral typefaces for people to use within them? Faces that are as appropriate – or at least not inappropriate – to caption Chloe Sevigny Instagramming a cupcake as to say 'Call home. Something's happened to Dad.'

CW: "I think what we're seeing is another way in which the Internet has democratised and at the same time confused things.

"The breadth of content and opinions online means it's almost impossible to create a catch-all style for a website like Twitter, where you have people posting pictures of their lunch next to people announcing they've been diagnosed with cancer.

"The diversity on Twitter is actually astounding to me – there are whole sections of it that we never see. I sometimes click on those trending hashtags to see what they're about and the people responding to them are so far away from the kind of people I interact with day to day but, here we are, all using the same online space.

"Equally, sites like MySpace where people had more control over the look of their page (originally) probably failed (or were less successful in the long-term) because, you know what, I don't want to try and read about someone's life on top of a fucking floral background in yellow or pink text. People do make bad decisions visually when allowed to and so perhaps the neutrality that Facebook and Twitter offer are necessary."

NB: You say "stock photography has basically ruined the photography industry". Are 'crowdsourced' design services like 99designs and website template services from hosting firms doing the same to the design industry?

CW: "Without question. There will always be work for very good photographers and very good designers.

"But I honestly think stock images, elements, icons, templates, etc are like cigarettes; every time you use one you take five minutes off your career.

"Portfolio sites especially – like that Indexhibit thing. I mean seriously? You can't be bothered to design your own fucking website? What kind of message does that send to your clients? Template sites are something that should be used by people who don't know how to design and don't want to have to deal with finding a designer they like and who they can afford. They're the equivalent of Prontaprint or something.

NB: You might get 99 per cent of your approaches by email or phone, but you're an established name in the industry. Do newcomers still need to move to near a creative hub – if not London, then say Manchester, Leeds, Brighton, etc – for networking, seeing clients face to face or just to have a day job at an agency while they get themselves established?

CW: "I think it's different for everyone. My first commissions came in over email because I had taken the time to create a set of promotional postcards as mail-outs. This was long before I was anything in industry. I mailed them out to magazines I wanted to work at, followed up with a call or an email and then they eventually came back with work. I could've been based anywhere at that point.

"As it happens, I was in London at the time and I did have a day job – that I didn't enjoy. It was the lack of enjoyment I was having that gave me the impetus to start making noise about myself. I think it's important for everyone to find their own way through it though."

NB: Did you choose to phrase some of the 'lies' just to provoke a reaction? For example, you say 'people care about design' but then go on to explain that you mean aesthetic design rather than Donald Norman-esque design-as-usability.

CW: "The hardest thing about putting a book together, I found, was giving people reasons to keep turning the page and reigning myself in. My work and my working methods are different from project to project and I very rarely use the same technique twice. That's fine on one-off projects but, there has to be a uniformity to a book; a pace and a rhythm to stop it feeling disjointed.

"There was the matter of it being translated into different languages to bear in mind, so I had limit myself with regards to what I did to the chapter headers. The headlines, therefore, became important so, to an extent perhaps a couple of them are slightly more inflammatory than they could be but, with that said, I didn't make any of them up – they were all heard in conversation, in forums online and in articles I had read so, my conscience is clear."

NB: Will you work for us for free? It's a great opportunity?

CW: "Will you buy five thousand copies of the book? Then sure!"


View the original article here

Heroes of sport & design celebrated by daily portrait project

Artist and Digital Arts contributor Bram Vanhaeren has created a series of portraits of his heroes as part of a new project.

Author: Artist and Digital Arts contributor Bram Vanhaeren has created a series of portraits of his heroes as part of a new project.

Artist and Digital Arts contributor Bram Vanhaeren has created a series of portraits of his heroes as part of a new project.

We caught up with Bram to find out more about the series, titled On The Wall, how he chooses his heroes and the creative process behind the portraits.

DA: Why did you want to do this project?

BV: "After I graduated few months ago, I lost interest in illustrating and art in general. Then few weeks ago, the joy of illustrating took me by surprise and I started illustrating some of my heroes. I was drawing people I look up or athletes from my childhood that took my breath away with their achievements.

"Everything came together so I continued drawing people that inspire me and I like. This way I could share my appreciation for these people with my friends and start a conversation about their heroes."

DA: Tell us a bit about the creative process behind the pieces, from finding references to working them up in a coherent style.

BV: "Most of the time I have a clear idea of who they are and what they represent. I would like to see this same energy in the portrait. It can be in their eyes, their focus, sometimes their movement, and their actions that makes a great portrait.

"So I look up for a great shot, then I start drawing with the Pencil tool in Adobe Illustrator with my mouse (I can't work with tablets). In simple black, I start with the most important details and build the rest around that. Once my black and white illustration is done I start colouring in Adobe Photoshop and add the correct energetic feel to the portraits.

"Once I get that "yes, this is great" feeling, I'm done and share it with my friends."

Use the slideshow controls above and right to see more of Bram's portraits and to find out more about how he created them.

Right: Michael Johnson

Artist and Digital Arts contributor Bram Vanhaeren has created a series of portraits of his heroes as part of a new project.

We caught up with Bram to find out more about the series, titled On The Wall, how he chooses his heroes and the creative process behind the portraits.

DA: Why did you want to do this project?

BV: "After I graduated few months ago, I lost interest in illustrating and art in general. Then few weeks ago, the joy of illustrating took me by surprise and I started illustrating some of my heroes. I was drawing people I look up or athletes from my childhood that took my breath away with their achievements.

"Everything came together so I continued drawing people that inspire me and I like. This way I could share my appreciation for these people with my friends and start a conversation about their heroes."

DA: Tell us a bit about the creative process behind the pieces, from finding references to working them up in a coherent style.

BV: "Most of the time I have a clear idea of who they are and what they represent. I would like to see this same energy in the portrait. It can be in their eyes, their focus, sometimes their movement, and their actions that makes a great portrait.

"So I look up for a great shot, then I start drawing with the Pencil tool in Adobe Illustrator with my mouse (I can't work with tablets). In simple black, I start with the most important details and build the rest around that. Once my black and white illustration is done I start colouring in Adobe Photoshop and add the correct energetic feel to the portraits.

"Once I get that "yes, this is great" feeling, I'm done and share it with my friends."

Use the slideshow controls above and right to see more of Bram's portraits and to find out more about how he created them.

Right: Michael Johnson

DA: How would you sum up your heroes? Is there a single defining characteristic that unites them?

BV: "In the beginning I was really focused on athletes that inspired me when I was a kid, such as Michael Johnson. I started athletics when I was 5 years old, together with my two brothers. Michael Johnson was a figure that really impressed me when I was young.

"From there it was very simple to continue and illustrate my heroes. They had an impact on who I am as an athlete and as a person."

DA: How did you choose who to do first?

BV: "In the beginning I just randomly picked athletes that inspire me. I have a long list actually. Later on I asked for suggestions via social media."

Right: Steve Jobs

DA: In general, how important is it for creatives to look up to heroes to inspire them and drive them creatively and professionally?

BV: "For me it reminds me the fact everyone is continually working on their style, their personality. They remind me that you are powerful beyond measure and inspire you to be who you are and be better every single day."

DA: For someone to be a 'hero', do you need to look up to them personally as well as their works/actions in the professional world?

BV: "I believe so. My heroes are not only inspiring in what they do professionally, but also as people in general. They have this X-factor that grabs your attention and makes you want to do something you thought you could never do."

Right: Bo Jackson

DA: As a wider point, do we have to respect a creative personally to respect their work? And conversely, if they are morally abhorrent – such as Eric Gill – should we ignore their works?

BV: "For me, I can't support someone or show appreciations for their work if they have a disgusting personality – I know this is subjective. I will be drawing Will Smith later today, because he is amazing for so many reasons. If he kills someone tomorrow, my respect will slip away in seconds."

Right: Michael Jordan

She Was Only showcases the future of online music site design

London-based studio She Was Only has designed a new online magazine that aims to give readers a user experience that feels as close to print as possible.


The website, designed for music magazine Middle 8, features big images and subtle animations within a linear navigation system that imitates real-life page-turning in a smooth and satisfying style.


It's responsive, and works with gestures on iPad, too, enabling readers to swipe back and forth through the pages of the magazine.


We caught up with She Was Only's Cai Griffith to find out how the studio landed the project, and how they went about designing the experience, both for the reader and the content producer.



DA: Tell us a bit about She Was Only


CG: She Was Only is a small design studio based in East London, specialising in Graphic Design & Art Direction. I've been working with my two partners, Chris Vickers and Craig Scott, since graduating and we have been an official studio since we set up the company in October 2012.


We started out pitching ourselves as a traditional print designers, which is still the work we enjoy the most, but now purposefully call ourselves a general 'design studio' as we have enjoyed the variety of work we've done for magazine and book design, web design, apps, packaging and exhibitions.


No matter the format or medium, the work we produce is fuelled by a collective obsession with the practices of modernism. We strive to deliver concise and bespoke responses to client briefs, filtering out distraction to do more with less.


DA: How did you get the gig on Middle 8?


CG: Middle 8 is the sister company of soundhalo, a new live music platform which is a client of Boat Studio, run by Davey and Erin Spens. We collaborate regularly with Boat on web projects.


Erin is the editor of Middle 8 and we jumped at the opportunity to be the guys to put it together. The relationship we already had with Erin played a big role in how the back end of the website was developed. We were able to work with her from early on in the process to make sure that the adding and publishing content was as smooth as possible.

The design of Middle 8 magazine allows readers to click left or right to change page. Each page features a scrollable article, a gallery or a video.

DA: What's the ethos behind the online magazine?


CG: We are still big believers in print, because somehow online magazines don't have that certain feel and continuous flow of content you get from printed magazines.


This was what we were trying to achieve with Middle 8, presenting great content on the subject of live music, whilst maintaining an experience as close as possible to the printed magazine.


DA: Tell us about how you've designed the UX and user journey for the site


CG: First, we thought about the journey of the, turning pages right to explore through the content, left to go back etc. It is this linear journey, navigating from page one through to the end, that we tried to maintain and develop in to the online reading experience, whilst keeping it aesthetically pleasing and easy to navigate.


We didn't want the site to feel too 'gimmicky', with unnecessary page turn animations etc., just simple left/right navigation and clean transitions.


This was also carried through to the iPad, allowing users to ditch tedious tapping and enjoy the magazine with easy swipes and gestures to navigate.


The goal was to not over crowd the site with fiddly menus and unneeded elements, but to really let the content speak for itself and allow users to put as little thought as possible in to exploring the stories.


DA: There are some really nice touches to the design, such as the word count and reading time. What was the thinking behind these?


CG: These little flourishes are mainly down to our developer Jonny Thaw, who we gave some freedom to explore the site after we had nailed the general build and layout of the magazine. He tested the site and added any extra touches that he thought might be helpful.



This process of testing and meant that Jonny could really get his head into the site from a users point of view, removing any unnecessary hang-overs from the build and adding in little tricks that would dramatically reduce loading times.


The reading time is a neat little feature that uses the average adult word-per-minute reading speed to calculate a time based on the article's content. We've had some great feedback to say that this small feature was a welcome addition to people reading on iPad on the tube, for example.


DA: How do you design a CMS that allows editors to create stories like these? How do you give them the freedom to design without letting them break away from the overall design of the site?


CG: Magazines are all about the content. So giving the editors the freedom to layout the articles themselves was an essential feature, although breaking the design was a worry.

She Was Only designed the website's CMS to give editors the freedom to lay out articles without breaking the design.

We have put certain limitations in to place to try and minimise this as much as possible, including  'safe zones' and minimum/maximum text sizes.


We wanted to make the overall experience of putting together an article like starting with a blank canvas, then getting a suite of tools that can be used to construct an article based on the content of the story.



I suppose instead of providing templates for the users to populate, we are giving them the freedom to create their own, enabling the editors to lay out and build an article whilst viewing it as if it were live.


This way of building the content also forces each user to actively consider the visual side of the website and how the content will look to the consumer, in real time as the article is put together.


DA: What are you working on next?


CG: We are currently working on the launch of Intern Magazine, issue one of which will be available in the coming months, along with a couple of branding projects for start-ups and an existing architectural/interior design company. We're also working on an exciting project for UAL. Check the site soon!


And of course, we're working on the next issue of Middle8, which has some great stories lined up and a few new features that we will be launching to make the reading experience even better.


View the original article here

She Was Only showcases the future of music website design

London-based studio She Was Only has designed a new online magazine that aims to give readers a user experience that feels as close to print as possible.

The website, designed for music magazine Middle 8, features big images and subtle animations within a linear navigation system that imitates real-life page-turning in a smooth and satisfying style.

It's responsive, and works with gestures on iPad, too, enabling readers to swipe back and forth through the pages of the magazine.

We caught up with She Was Only's Cai Griffith to find out how the studio landed the project, and how they went about designing the experience, both for the reader and the content producer.

DA: Tell us a bit about She Was Only

CG: She Was Only is a small design studio based in East London, specialising in Graphic Design & Art Direction. I've been working with my two partners, Chris Vickers and Craig Scott, since graduating and we have been an official studio since we set up the company in October 2012.

We started out pitching ourselves as a traditional print designers, which is still the work we enjoy the most, but now purposefully call ourselves a general 'design studio' as we have enjoyed the variety of work we've done for magazine and book design, web design, apps, packaging and exhibitions.

No matter the format or medium, the work we produce is fuelled by a collective obsession with the practices of modernism. We strive to deliver concise and bespoke responses to client briefs, filtering out distraction to do more with less.

DA: How did you get the gig on Middle 8?

CG: Middle 8 is the sister company of soundhalo, a new live music platform which is a client of Boat Studio, run by Davey and Erin Spens. We collaborate regularly with Boat on web projects.

Erin is the editor of Middle 8 and we jumped at the opportunity to be the guys to put it together. The relationship we already had with Erin played a big role in how the back end of the website was developed. We were able to work with her from early on in the process to make sure that the adding and publishing content was as smooth as possible.

The design of Middle 8 magazine allows readers to click left or right to change page. Each page features a scrollable article, a gallery or a video.

DA: What's the ethos behind the online magazine?

CG: We are still big believers in print, because somehow online magazines don't have that certain feel and continuous flow of content you get from printed magazines.

This was what we were trying to achieve with Middle 8, presenting great content on the subject of live music, whilst maintaining an experience as close as possible to the printed magazine.

DA: Tell us about how you've designed the UX and user journey for the site

CG: First, we thought about the journey of the, turning pages right to explore through the content, left to go back etc. It is this linear journey, navigating from page one through to the end, that we tried to maintain and develop in to the online reading experience, whilst keeping it aesthetically pleasing and easy to navigate.

We didn't want the site to feel too 'gimmicky', with unnecessary page turn animations etc., just simple left/right navigation and clean transitions.

This was also carried through to the iPad, allowing users to ditch tedious tapping and enjoy the magazine with easy swipes and gestures to navigate.

The goal was to not over crowd the site with fiddly menus and unneeded elements, but to really let the content speak for itself and allow users to put as little thought as possible in to exploring the stories.

DA: There are some really nice touches to the design, such as the word count and reading time. What was the thinking behind these?

CG: These little flourishes are mainly down to our developer Jonny Thaw, who we gave some freedom to explore the site after we had nailed the general build and layout of the magazine. He tested the site and added any extra touches that he thought might be helpful.

This process of testing and meant that Jonny could really get his head into the site from a users point of view, removing any unnecessary hang-overs from the build and adding in little tricks that would dramatically reduce loading times.

The reading time is a neat little feature that uses the average adult word-per-minute reading speed to calculate a time based on the article's content. We've had some great feedback to say that this small feature was a welcome addition to people reading on iPad on the tube, for example.

DA: How do you design a CMS that allows editors to create stories like these? How do you give them the freedom to design without letting them break away from the overall design of the site?

CG: Magazines are all about the content. So giving the editors the freedom to layout the articles themselves was an essential feature, although breaking the design was a worry.

She Was Only designed the website's CMS to give editors the freedom to lay out articles without breaking the design.

We have put certain limitations in to place to try and minimise this as much as possible, including  'safe zones' and minimum/maximum text sizes.

We wanted to make the overall experience of putting together an article like starting with a blank canvas, then getting a suite of tools that can be used to construct an article based on the content of the story.

I suppose instead of providing templates for the users to populate, we are giving them the freedom to create their own, enabling the editors to lay out and build an article whilst viewing it as if it were live.

This way of building the content also forces each user to actively consider the visual side of the website and how the content will look to the consumer, in real time as the article is put together.

DA: What are you working on next?

CG: We are currently working on the launch of Intern Magazine, issue one of which will be available in the coming months, along with a couple of branding projects for start-ups and an existing architectural/interior design company. We're also working on an exciting project for UAL. Check the site soon!

And of course, we're working on the next issue of Middle8, which has some great stories lined up and a few new features that we will be launching to make the reading experience even better.


View the original article here

iCloud.com gets the iOS 7 design treatment

By Serenity Caldwell | Macworld.com on September 19, 2013

Inside iOS 7's design changes

iOS 7 is nothing less than a full-fledged overhaul of the operating system's look and feel, while maintaining the interface that makes the device so easy to use.

"Whether you love or hate the new design – or fall somewhere in between – it's going to require an adjustment."

iOS has followed more or less the same design blueprint since its introduction in 2007, albeit with refinements along the way. But what we see in iOS 7 is nothing less than a full-fledged overhaul of the operating system's look and feel, while maintaining the interface that makes the device so easy to use.

From the lock screen to the Settings app, almost nothing has gone untouched visually in iOS 7. Apple has banished skeuomorphism. Instead, we get a straightforward, lightweight interface with an emphasis on thin, space-saving text and high contrast.

Gone, for the most part, are richly textured icons; in are simple schematic-like designs with little shading and depth. Likewise, either text or icons have replaced buttons in most places. The remaining buttons are generally very simple – for instance, a circular border with text in it.

Whether you love or hate the new design – or fall somewhere in between – it's going to require an adjustment.

While the familiar iOS lock screen has retained the same key elements in iOS 7, Apple has given it a thorough makeover.

Whereas previously whatever image you chose to adorn your lock screen appeared as a letterboxed image between the clock and the unlock slider, your wallpaper now fills the screen, personalizing your device more than ever. A clock with the current date appears at the top, along with a row of icons for signal strength, carrier, Wi-Fi, battery life, and more.

Also at the top is a handle for Notification Center, which you can swipe down to access the feature. You can swipe a mirroring handle at the bottom upward for access to iOS 7's new Control Center. (You control lock-screen access to these items from Settings > Notification Center and Settings > Control Center, respectively.)

When you swipe to unlock your iOS device, you can do so from anywhere on the lock screen – if notifications are present and you swipe one, it indents slightly, and the device unlocks into the app of your choice.

If you have a passcode enabled, when you swipe to the right you're taken to a screen with a numeric keypad (or, in the case of an alphanumeric passcode, a keyboard), in which you can enter your passcode.

At the right is a Delete button for removing a character if you type the wrong one, and (if you're using an iPhone) at the bottom left is an Emergency button, which gives you access to a phone keypad in case you need to make an emergency call.

When media is playing, media controls replace the clock at the top of the lock screen (a small clock then appears in the menu bar).

The media players include a play progress bar, complete with a movable playhead; the name of the track, artist, and album; play/pause, previous track, and next track buttons; and a volume slider.

You can also still access the camera from the lock screen by swiping upward on the camera icon in the bottom right corner.

Despite the many changes to iOS 7, the home screen will still look pretty familiar to most users, albeit with a few minor changes.

The grid of icons you know and love is still present, though many of the icons have taken on a newer, simpler look. Likewise, the dock at the bottom of the screen is now flat and translucent, in contrast to the 3D-styled shelf of iOS 6.

If you're trying to swipe right from the home screen to access Spotlight – to no avail – you'll discover that it no longer lives on a separate screen. Rather, you summon Spotlight by touching anywhere on the home screen (not on app icons), and then dragging down.

Spotlight features a new look, but still delineates by category (apps, emails, events, messages, and so forth), and tapping any result will launch the appropriate app. To dismiss Spotlight, either tap the Cancel button in the top right, tap somewhere outside the list of search results, or press the Home button.

Folders have taken on a different look as well: Rather than resembling linen-backed drawers, they're now translucent white icons. As before, they show off the icons of the apps they contain. And though each folder screen contains just nine apps, instead of the 12 (or, on the iPad, 20) they used to hold, you can now have multiple screens within a folder, accessible via swiping.

App icons themselves get a couple new looks: When they're updating (which they now do automatically in the background, so you may not see this much), they appear with a circular progress bar overlaid on the icon. And new apps you've downloaded but not yet launched have a blue dot next to them, instead of the New banner of iOS 6.

One of the design changes Apple stressed when unveiling iOS 7 was the inclusion of distinct layers. Your wallpaper, for example, lies behind the icons on your Home or Lock screen, and if you tilt your device, you'll see it shift slightly, as though it's farther away. But if you don't care for that look, it's easy enough to turn off in Settings > General > Accessibility > Reduce Motion.

There are also layers that live on top of your icons, specifically the slide-out panels for Notification Center and Control Center. In both cases, you'll notice that you can see through those panes, getting a blurred frosted-glass look at what lies behind. You can deactivate that option too in the Accessibility section of Settings, by enabling the Reduce Contrast option.

Both the transparency and the layered approach are designed to give you a clearer view of where things are in the operating system.

That approach extends to gestures as well. For possibly the first time since introducing iOS, Apple has added a new gesture: Swipe to the right to go back or up a level. You can use this gesture in Safari, Mail, Settings, and other apps.


View the original article here