Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Touching Stories: Designing Digital Magazines for the iPad (Matt Carlson)

10,886 views

Published on

The launch of the iPad signaled the start of a new era for magazine publishing. A single device that delivered the fidelity of print and the interactivity of the Web, all wrapped up in a fun and easy-to-use form factor gave the industry new reason to hope. There was one trick: no one had designed for this brave new medium yet. Editorial teams suddenly needed to consider multi-touch gestures, multiple orientations, dynamic layout and the integration of rich media into the design of their issues. Ink-smudged print teams had to reach out to the pixel-based life forms in charge of the company websites, and engage a new breed of Cocoa developers as well. Whole new models of information design and user experience we're launched at high velocity into the App Store. Matt Carlson, Hot Studio's Principal of Strategy & Design, was involved in designing some of the first digital magazines that launched on the iPad on April 3rd, 2010. He has spent the last year exploring new ways to experience and engage with magazine content on this exciting new platform. He's worked on iPad editions of magazines such as Spin, Dwell, National Geographic, Car and Driver and many others. In this session he'll share hard-earned knowledge and useful insights on how to design for gestural interfaces, how to integrate interactivity smoothly into digital magazines, and what it takes to build an issue for the iPad.

Touching Stories: Designing Digital Magazines for the iPad (Matt Carlson)

  1. Touching Stories / Designing Digital Magazines for the iPad<br />
  2. Housekeeping<br />This presentation is posted online.<br />If you are into tweeting, tweet away:<br />#TouchingStories<br />My twitter name: @dreamjar<br />I will give my fully loaded iPad*to whoever tweets the most.<br />*Not really<br />
  3. Matthew Carlson, Principal of Experience Design<br />
  4. I’m a Magazine Junkie<br />
  5. Magazines I’ve worked with<br />
  6. What makes magazines so great?<br />
  7. Editorial Curation<br />
  8. Great Stories<br />
  9. Beautiful Images<br />
  10. Thoughtful Design<br />
  11. Form Factor<br />
  12. Insight (not instant)<br />
  13. What twitter’s good for:<br />
  14. iPad Design Veteran<br />
  15. Hooked on tablets<br />
  16. And boy does that hurt!<br />
  17. Why are tablets so important?<br />
  18. USA Today says so<br />
  19. How trends go mainstream<br />
  20. 15,000,000<br />
  21. 28,000,000<br />
  22. Outbreak in Austin<br />
  23. 10 “Underdog Competitors<br />
  24. 30/30/40<br />
  25. Another reason<br />
  26. “I’m just learning all these things from the screen”<br />
  27. Perfect for publishers<br />
  28. Bridging Print and Web<br />
  29. Our story begins<br />
  30. 6 week challenge<br />
  31. Win=2 Seconds of Fame<br />
  32. Fail=Back to the Bar<br />
  33. The ingredients for “Apple Surprise”<br />
  34. Describing the Process<br />
  35. Swarm<br />
  36. Be the swarm<br />
  37. 4 Paths<br />
  38. The App<br />
  39. The Reader<br />
  40. Interactive Content Modules - Video<br />
  41. Interactive Content Modules - Audio<br />
  42. Interactive Content Modules - Slideshow<br />
  43. The Store<br />
  44. The finish line (not really the finish line)<br />
  45. The tools (whiteboards, paper prototypes, ears, hands)<br />
  46. Dueling Whiteboards<br />
  47. Paper Prototypes<br />
  48. Listen & Translate<br />
  49. From GUI to TUI<br />
  50. Jazz Hands & Gesture Maps<br />
  51. Layers of Interactivity<br />
  52. Content Evolution<br />
  53. Here’s what the first wave of Zinio looks like<br />
  54. The Goods<br />
  55. The Goods<br />
  56. The Goods<br />
  57. The Goods<br />
  58. The Goods<br />
  59. The Goods<br />
  60. The Goods<br />
  61. The Goods<br />
  62. The Goods<br />
  63. The Goods<br />
  64. The Goods<br />
  65. The Goods<br />
  66. The Goods<br />
  67. What Next?<br />
  68. Considerations<br />
  69. Linear<br />
  70. NatGeo on Zinio<br />
  71. Clothesline<br />
  72. Martha Stewart Living / Condé<br />
  73. Map<br />
  74. MarieClaireAtoZ<br />
  75. Construction – Pixels, PDF, Cocoa, HTML<br />
  76. Layout – Symmetrical, Bi-Modal<br />
  77. Navigation – Sliders and Scrubbers and Grids, Oh My<br />
  78. Workflow – Single Track, Multi-track<br />
  79. Interaction – let’s talk about it<br />
  80. Share it - Twitter<br />
  81. Tear it - Polyvore<br />
  82. Save it - Reeder<br />
  83. Shop it - Gilt<br />
  84. Source it - Wikipedia<br />
  85. Customize it - Flipboard<br />
  86. Train it - Pandora<br />
  87. What will it take?<br />
  88. Beware the Snooki Effect<br />
  89. Break the book / Tag the Page / Set stories loose<br />
  90. Big Takeaway<br />

×