Digital Publishing: What to take away

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Perspectives on Digital Publishing. Bonus: Best Practices

Presented during WoodWing's NextWave Tour.

Published in: Design, Technology, Business
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Digital Publishing: What to take away

  1. 1. Digital Publishing from a few perspectives. Bonus: Best practices.Digital PublishingWhat to take away?
  2. 2. Experience Designer, Adobe DPSJohannes Henselernordsueddesign.deganzfrische.frischmil.chdonemag.ccINFLUENCERDigital Publishing@frischmilch
  3. 3. The aim
  4. 4. Fulfull reader expectationsThe aim
  5. 5. Hm … ?
  6. 6. InternetPrint
  7. 7. InternetPrint
  8. 8. iPad
  9. 9. immersivereadingexperiences
  10. 10. Oliver Reichenstein, Designing for iPad: Realityinformationarchitects.jp/en/designing-for-ipad-reality-checkThe iPad bringshands and eyesback together.
  11. 11. New connection with the Readerconversation
  12. 12. Content
  13. 13. Mario Garcia: relating to the audience’s needs: What the audience is telling us
  14. 14. Mario Garcia: relating to the audience’s needs: What the audience is telling us
  15. 15. Mario Garcia: relating to the audience’s needs: What the audience is telling us
  16. 16. Hm …
  17. 17. 5+ problematicMagazine Designs
  18. 18. »You can make APPS withInDesign now?«
  19. 19. »You can make APPS withInDesign now?«No.I only create content.
  20. 20. »You can make APPS withInDesign now?«No.I only create content.And they are called ›apps‹.
  21. 21. Building interfaces in aflat environment
  22. 22. -Jakob Nielsen, iPad Usability: First Findings From UserTesting useit.com/alertbox/ipad-1st-study.htmlAnything youcan show andtouch can bea UI on thisdevice. Thereare no standards and noexpectations.
  23. 23. -Jakob Nielsen, iPad Usability: First Findings From UserTesting useit.com/alertbox/ipad-1st-study.htmlAnything youcan show andtouch can bea UI on thisdevice. Thereare no standards and noexpectations.
  24. 24. -Jakob Nielsen, iPad Usability: First Findings From UserTesting useit.com/alertbox/ipad-1st-study.htmlAnything youcan show andtouch can bea UI on thisdevice. Thereare no standards and noexpectations.
  25. 25. Spread Contentover both orientations
  26. 26. Unclear depth of informationafter the same action
  27. 27. Video/Images and Text areseparate experiences
  28. 28. »How to read me«
  29. 29. »The paper tiger«Imitate instead of innovate
  30. 30. 5 Things to take awayProject Planning
  31. 31. Decisions
  32. 32. Decide!
  33. 33. Planing
  34. 34. Plan carefully
  35. 35. Plan carefullyPlan more time!&
  36. 36. Plan carefullyPlan more time!&Know the ToolsKnow the Process&
  37. 37. KonzeptDesign Technik
  38. 38. KonzeptDesign Technik
  39. 39. KonzeptDesign Technik
  40. 40. KonzeptDesign Technik
  41. 41. It‘s a ride ona rocket
  42. 42. We improviseas we go along
  43. 43. We change thewheels whiledrive the car
  44. 44. But that‘s fun and exciting!
  45. 45. Flux
  46. 46. Design for the User
  47. 47. Content Design
  48. 48. Content Design Interaction
  49. 49. ContentDesignInteraction
  50. 50. Test
  51. 51. Drum rollon your own
  52. 52. What we have learnedjoezeffdesign.com/what-we-have-learned
  53. 53. Emerging Patterns
  54. 54. »Reading Mode«
  55. 55. 3/4-Column-Layouts
  56. 56. Double Spread is the»killing feature« of print
  57. 57. L-shaped feature article
  58. 58. Easy to understandinteractions in the shape ofyour fingertip
  59. 59. One orientation seemsto be enough
  60. 60. The second appearanceof the printed cover lookalike

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