Our story begins at the start of your interactive online project. You've already brainstormed a ton of great ideas and drawn some interesting sketches of what you're thinking about. Now it's time to create something for your client to look at. Where do you go now?
If you're like most designers, Adobe Photoshop or Adobe Illustrator is the next logical step in the design process. Photoshop and Illustrator are indispensable programs to any graphic designer, but they don't always have to be the first programs you use to create a comp for a client or an internal review. A comp is a detailed mockup of your design that shows what the final project looks like. Sometimes this means giving a general idea of how the project will work or behave. To show a degree of interactivity that the final project will feature, typical design tools will not suffice. You need something that, in itself, is interactive.
Using the Adobe Flash authoring tool for comping purposes makes a lot of sense. It all depends on the type of project you are working on and the amount of time you have to do it. In many cases, Flash is well suited for comping any project that includes a high level of interactivity, or any project where you create the final product using Flash—for example, websites, rich media applications, banner ads, forms, demos, character animations, and the like.
Here are some arguments for why using Flash to create comps is a good approach:
When faced with a deliverable of creating two or three comps for an interactive project, we always consider a few things before choosing the application in which to make the comp. In many cases, personal preference or design style drives this decision.
Comping in Flash isn't always the best approach; however, you should try to plan which assets will need to be created in Flash early on in the process, and what kind of personality the site will have. We always have the question "should I start building this in Flash now?" in the back of our minds.
Here are some of the things to consider before starting an interactive project:
Conversely, if the client reacts positively to solutions that are well thought out, initial comps in Flash work well because we can actually show the client what we want to accomplish, rather than just talk about it. When you show Flash comps to any client, remind them that they are not looking at the final piece. Clients need to know that you are presenting them only with a comp that is intended to mimic the final experience. We have found that Flash comps are typically a better starting place for those clients who understand from the outset what we are presenting them, and we get better feedback as a result.
Here is a closer look at the steps you might follow to evaluate whether or not to comp in Flash. We'll use the following project as an example.
We are to create a promotional site for a popular children's cracker (biscuit). The site needs to introduce a cast of four animated mascots that represent four different cracker flavors. Each character will have a unique personality that reflects the flavor of the cracker. There is a Flash game for each character.
In this example, we decide that this site will show everything that happens under a child's bed. After drawing some sketches, we discuss our ideas and design direction with the client so that they are on board with what we want to do. Presenting our ideas to the client at this point is an important part of the process because it keeps us from spending time building assets for a concept that the client may or may not approve.
A big decision at this step is choosing the software to use. Our goal is to produce graphics for the site that are a balance of small file size and high visual quality. For this project, we already know that the final destination will be Flash, so we choose to comp as much as we can in Flash. We use the drawing tools in Flash to create all vector art. (For more information about drawing in Flash, check out Drawing in Flash: A Beginner's Introduction to the Flash Drawing Tools by Michele Howley.) Creating the vector art in Flash saves you additional steps and potential problems that could occur when exporting vector art from Illustrator or Macromedia FreeHand.
We create our nonvector art in Photoshop, export them as JPEG images, and then import them into Flash. For the children's cracker site, we decided that all section backgrounds would be created in Photoshop because they have a certain level of detail we could not achieve with vector art.
We also decided that the best way to explore and present character animation is by creating character sketches using a drawing tablet. We will import the sketches and create some rough keyframe animations in Flash to demonstrate how the characters move. Because we are still in a comping stage for the characters, we don't want to focus unnecessarily on the details. We want to use motion only to demonstrate each character's personality.
Remember that all files need to remain editable at this step. We will typically need to make changes to our graphics based on client or internal feedback.
We like to start by building smaller, less complicated symbols and buttons, and then build on those assets to create more complex movie clips. The main goal at this point is to build a group of movie clips that each have a complete "section" or "page" in it. Once each section movie clip is built, you can begin to construct the final Flash comp. An added benefit of building complete sections as a movie clips is that you can easily move whole sections at a time from one Flash document library to another simply by copying and pasting the movie clip. This comes in handy when you move from comping a design to actually building it.
We think there are some great benefits to comping in Flash. This approach takes a bit more advance planning but it offers great rewards at the end. Presenting interactive comps facilitates better dialog with the client, jumpstarts the production phase of a project, and helps foster a greater understanding of how motion and design feed off of each other to create a memorable interactive experience.
To learn more about how to work with graphics and movie clips in Flash, see the following resources:
Andy Riley has worked as a print, web, and multimedia designer for almost a decade. He earned his Bachelor's degree in Graphic Design from Rochester Institute of Technology. Several of his interactive works have received recognition as Macromedia Sites of the Day and Communication Arts Sites of the Week. Andy relies on his wide-eyed enthusiasm and sense of humor along with his broad design experience to craft memorable online experiences that have a unique flair all their own. Currently Andy works as a senior designer at Euro RSCG 4D in Boston, Massachusetts. Andy is also an avid player of UNO on XBOX 360; his gamer tag is Riley Coyote.
Adam Helfet-Hilliker is almost 30 years old, but to discern his behavioral age, one should divide his actual age by approximately three. This will explain his love of toys, his addiction to games, his need to run around outside spraying people with water guns, and other atypical behavior. Let's not forget ice cream. Fortunately for Euro RSCG 4D, where he works, he also has a degree in Art and Computer Science from the University of Massachusetts Amherst, so his intellectual, creative, and scientific age is closer to his actual age. He has applied his skills to build interactive experiences and games in Flash for numerous clients, including Pepperidge Farm and New Balance. Adam is a senior designer with over a decade's worth of experience in the relatively young field of interactive media. His favorite spot in Massachusetts is MASS MoCA in North Adams.