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The Future of Flash

Aria Danika on Flash Experience Design

As recently as 1999, usability expert Jakob Nielsen was waging war against Flash designers. If you read "Designing Web Usability" (now a bible for site architects) you'd come across page headings like "Splash Screens Must Die" or "Flash is 99% bad." What enraged Nielsen was the tendency for Flash designers to create intriguing, imaginative, interactive experiences, instead of just quick access to information. Flash forward to today, and the tables are turning. The spread of broadband, the ubiquity of the Flash plug-in, and recent developments in Flash itself are generating a new demand for Experience Design: the art of creating interactive environments that emotionally connect.

We talked with ex-BBCi Flash designer and New Riders author Aria Danika about the next phase. Wasn't this exactly why 500,000 registered Flash users got into Flash in the first place

Q: "Experience design" sounds like another great reason to learn Flash. What is it and how did it come about?

Aria: Experience design might be a hot field today, but it's not a new phenomenon. It draws from a variety of disciplines in design and new media: information design, interaction design, communication design, and visual design. What's new is that digital design has provided us with more tools to create new forms of interaction. We're involving the user in ways only hinted at in platforms such as television and theater. By allowing the user to take an active rather than passive role, we're creating experiences that are infinitely more engaging and interactive.

Q: Let's talk about interactivity. To me, the phrase "experience design" suggests a user experience that's qualitatively different from the transparent, information-driven experience that occurs at most Web sites. Do you agree?

Aria: When developing any good user experience for the Web, it's important to evaluate the needs of the project. Certain sites benefit from being purely information-driven, but information-driven doesn’t need to mean boring.

Inherently, any good Web experience should be transparent, allowing the user to focus on his or her goals rather than trying to learn your interface. As long as a site's structure and method of interaction is well thought out, the user will understand how to use it. A good user experience is one in which the user is focused more on your message than the fact that he or she's using a computer to interact with your design.

Q: Still, isn't there a sense in which "experience design" seeks to subvert the hierarchical, clear navigation protocols of Web design?

Aria: Ooh, I like the word 'subvert'! Exploring different methods of interaction and navigation is definitely one of the great opportunities in a program like Flash. It's true that we've developed some basic standards in interface design, over the years. We use them because they work, but that doesn't necessarily mean they are the best way to do things. In the last few years, developers have been pretty much shackled by the constraints of the operating system they were developing for, and so we saw very little progress in interaction design. More people were telling us what approaches to avoid than how to do it right.The thing is, if you look hard enough, you will find some great examples of non-traditional navigation schemes on the Web that do follow clear, hierarchical navigation protocols, while at the same time encompassing additional information or enhancing the user experience overall.

The other thing is that users are savvier than usability experts give them credit for. It does users a disservice to assume they will not be able to understand a new method of interacting with their computer or your experience.

Q: Can you comment on the objections that usability experts have to this design approach? (Your word in Jakob Nielsen's ear!)

Aria: Well, Jakob Nielsen is collaborating with Macromedia now and has become a lot more receptive to Flash lately!

Actually, I think you'll find that a lot of usability experts have come to embrace Flash and modern interactive media even Jakob Neilsen has posted some DHTML tips on useit.com. This acceptance will increase as programs like Director and Flash come pre-packaged with accessibility features, and as developers begin to internalize some of these techniques and acknowledge that they are designing for an audience larger than themselves.

Ouch.

Bottom line is that the two areas are converging quicker than most people realize the good designers who understand what is involved in creating successful experiences have been practicing good usability all along, and are helping define new ideas and techniques that the usability community may not have even conceived of.

Q: Another level of experience design is expressing the "experience" of a real or fictional subculture through a site -- telling the story of a particular identity, whether it's an individual or a group. Can you talk about some examples of this?

Aria: As I mentioned before, experience design encompasses all forms of media and many successful, unique experiences are created by designers who draw greatly from the videogame culture. One example is the 'Sony Connected' identity/brand experiment (visit http://www.sonymusic.com/thelab/ConnecteD/) created by Tomato Interactive http://www.tomato.co.uk/.

Another example is the spread of skateboard culture where a certain visual style is reinforced across videos, magazines, Websites, and the actual events. In each case different forms of media feeds into each other, pulling from a variety of subcultural elements. It's like graffiti.

One of the best examples of an all-encompassing user experience I have seen recently on the Web is by team ChmAn at Banja.com (http://www.Banja.com). Banja is an interactive Web game produced as a series of "episodes" with goals, but also supplemented by mini games, animated movies, and an active community forum, all of which support the folklore of the game and feeds back into the next chapter in the series.

Q: That's great stuff. If you could sum it up, what is "effective" experience design? What kind of experiential goals should a designer seek to achieve, on a user or client end?

Aria: An effective user experience is one that the user remembers an experience that's sufficiently engaging and enveloping that the user walks away feeling it was time well-spent. If a user has learned something new or done something that he or she might not ordinarily have been able to, then you as an experience designer have accomplished your goal. Experience is essential to building knowledge.

Q: How does experience design reflect cutting-edge trends in Flash design, such as importing video into Flash?

Aria: Fundamentally, experience design is about delivering a message or telling a story. And so, any advances in technology which will help tell stories (such as integrating video into Flash) are beneficial. It's especially true in a medium like Flash, which is so accessible and has the potential to reach a much larger audience than other forms of interactive experiences. But first a good solid story has to exist before a user experience can be built around it, no matter what the technology.

Q: What kind of Web sites will evolve towards experience design, as this new century wends its merry way forward?

Aria: Business Web sites will become experience-based, transcending the status of electronic brochures. Experiences will compete for the attention of the user/audience and so will Web sites.

Attitudes in the field will change too. There's a powerful design lobby today that believes there is no need to create a unique, rewarding experience on the Web that controlling your user's browsing experience is unimportant when delivering content online because the novelty of the medium is good enough to attract the user in the first place. It's just not true.

All too often, the phrase "experience design" is associated with personal Web sites or art-school projects, when in actuality, ad people have been telling stories to sell products for as long as commercials and advertisements have been around. As these designers embrace new technologies, and push the medium even further, I think that it can only help the entire community.

This is how online shopping might change as experience design gains sophistication and technology and bandwidth catches up. The Web has introduced a new way of shopping, with access to tons of information, search features, and so on. But until very recently, a few key aspects of the actual shopping experience were lost customer service was almost non-existent, and text could never live up to the tactile experience of in-person shopping. To solve these issues, designers have come up with new methods of engaging the user creating stories, user experiences, rotating views and interactive demos, feedback forums, and so forth -- new solutions to old problems.

Q: As a moderator at Flashkit, you interact daily with an active subset of more than 500,000 Flash users, of all ages! What kind of developer or person makes a good experience designer?

Aria: I think all 500,000 of those Flash users and more are potentially good experience designers. Basically anyone who takes the step from passive viewer to active participant, and decides to try their hand at creating something unique to them, can become a great experience designer with practice.

Q: The Web might be regarded as a war between Flash and HTML. Um, I think we know your answer, but who's gonna win, and why?

Aria: The war in my view is over. We have successfully progressed beyond "skip intro" aesthetics and usability debates, and are at a point where we have a history to refer to, but also a wide-open road to explore in the field of interactive experience design.

Who won? Every designer who has been inspired by previous generations of Flash developers who innovated and dared to push the envelope. They are the ones questioning standards and creating new user experiences and interactive methods, which we now take for granted in our everyday Web surfing expeditions.

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Avoiding Sloppy Shape Tweens
As featured in:
5500 Flash Basics
 

How do I avoid sloppy shape tweens? Here’s how David Witt explains it in his Flash Basics course:

When you create an animation in Flash, you tween an object. Tweening describes the creation of a series of incremental changes to an image, rather like a flip book animation.  What makes Flash so powerful is that you don’t have to create each one of these steps, Flash does that for you. It’s relatively easy to animate objects with Flash, but there are a few tricks to it. One is how to avoid sloppy shape tweens. If you know a little about Flash, you know that shape tweens are unpredictable. They aren’t used very often, but if you know what you are doing, you can create fascinating animation effects.

When Flash was first introduced, shape tweening was one of its most unique features. While motion tweens are used exclusively on movie clips, shape tweens are exclusively used on shapes. Used properly, shape tweens can create visually interesting nonlinear animation effects. Unfortunately, they are often unpredictable and difficult to work with.

Here’s what David considers a sloppy shape tween which he describes as “fractured and unclean”:

Another problem with my example of shape tweening here is that the animation does not loop smoothly. With short forms of animation like this, it is always better to have a smooth loop than a hard cut. Furthermore the font has serifs (those little points on the ends). shape tweens work best with very simple shapes so a font like Arial Black would be a better choice than Times New Roman.

This version eliminates the shattered shapes, loops the animation, and uses a simpler font.

How does he achieve this transformation? Here’s his explanation:

The oval is a solid shape until the tween begins. At that point I have a new Keyframe wherein the oval has been cut into four pieces, one for each of the letters.

Two holes have been cut in the first piece to allow for the "B" and one hole has been cut in the last piece for the "e." The middle two pieces do not need holes because the letterforms they become do not have enclosed areas.

The lesson here? Trying to morph between objects that will require going from one shape to several, or from a solid object to an object with holes cut in it, will shatter shape tweens.

See an assignment of how to avoid sloppy shape tweens

See the Flash Basics syllabus