Rochester Institute of Technology
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Theses
Thesis/Dissertation Collections
5-23-1992
Interactive magazine design
Raymond V. Carlson
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Recommended Citation
Rochester
Institute
of
Technology
A Thesis
Submitted
to the
Faculty
ofThe
College
ofFine
andApplied Arts
in
Candidacy
for the
Degree
ofMaster
ofFine Arts
Interactive Magazine
Design
by
Raymond V. Carlson
•
••••••••••••••••••••••••••••••••
Approvals
Adviser: James VerHague
Date:
S.
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Associate Adviser: Robert Keough
Date:
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Associate Adviser: Nancy Ciolek
Date:
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c.
Special Assistant to the Dean for Graduate Affairs: Philip Bornarth
Date:
.5
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Acting Der' fOllege of Fine and Applied Arts: Peter Giopulos Ph.D.
Date
'
! .i
;;7 :
Q .. -;-. =(! , I
r
JrI, Raymond V. Carlson
hereby grant permission to
the Wallace Memorial Library of RIT, to reproduce my thesis in whole or in
part. Any reproduction will not be for commercial use or profit.
Date:
,5 /
/Y
/)7;;L
Trademarks
Macintosh,
Apple
andHyperCard
are registeredtrademarks
ofApple
Computer
Inc.
Adobe Illustrator
andAdobe
Photoshop
are registeredtrademarks
ofAdobe Systems
Inc.
MacroMind Director
is
a registeredtrademark
ofMacroMind,
Inc.
Dedication
This
workis dedicated
to
my
parents,
Robert
andWanda
Carlson,
whothrough their
guidance andsupport,
have
immeasurably
helped
meto
Contents
Introduction
Graphic
Design
andComputer Graphics
1
Interactive Media
1
The Interactive Magazine
2
Research
andDevelopment
The Computer
As
Designer
5
Multimedia
5
The CD-ROM
6
Software Choices
7
The Project
Final
Decisions
Made
8
What Is TypeHype?
9
Software Decisions
11
The Development
ofthe
Logo
12
The
Development
ofthe
Magazine
14
The
Development
ofthe
Cover
33
Conclusions
Results
ofTypeHype
39
The Future
ofTypeHype
40
The Future
ofInteractive
Magazines
41
Endnotes
42
Appendix 1
-Program
Structure Flow
Chart
43
Appendix
2
-Sketches
for
TypeHype
Designs for
Logo
44
Designs for Magazine
48
Designs for Cover
50
Introduction
Graphic
Design
andComputer Graphics
What
arethe
areasin
whichtraditional
graphicdesign
andcomputer graphics
design
really
intersect? This
wasthe
questionthat
cameto
my
mind whenI first
ponderedmy
thesis topic.
In
recent yearsit
seemsthat
in
certain areas ofdesign
the
line
between
graphicdesigner
and computer graphicsdesigner is disappearing.
Graphic
designers
nowuse computers
daily
in
their
work.Four-color
newsstand magazines such asEntertainment
Weekly
aredesigned in
their
artdepartment
oncomputers.
Designing
on computersis
now part of a graphicdesigner's
job;
the
computeris
nolonger
a mysterious machinethat
only
those
withstrange arcane
knowledge
can run correctly.Computers
are a permanent part ofthe
designer's
toolbox.The
computerhelps
adesigner
do his job: design. It has
madethe
designer's
life
easier.But if
there
were no computersthe
designer
wouldstill
design.
He
would createhis
workhowever he
couldwith whatever means necessary.Brochures,
posters,
logos
andbooks
would,
and moreimportantly
could,
stillbe
created withoutthe
computer'shelp;
it
just
mighttake longer.
In
this
case computers aretools to
be
usedby
the
designer.
The
computeroffers shortcuts andtime-saving
processeswhichhelp
the
designer,
but
the
computeris
notthe
mediathat the
designer is
designing
for
most ofthe
time.That
is
now changing.Interactive
Media
Interactive
media and multimedia are new areas where graphicthe media,
the
in
information
is
user.
Information is
accessed and manipulated asit is
neededliterally
atthe
push of abutton.
Music,
graphics andinformation
canbe
combinedin
an environment where
the
useris
in
control.In
this
computer-humaninterface information
mustbe
presentedin
an understandableway
andthis
is
wherethe
graphicdesign
side of computer graphics comesin.
Interactive
mediais
an area where graphicdesign is
usedto
complementcomputer graphics
into
a unified wholethat
is
understandableto
read andcomprehend.
The
first
interactive
programthat
I
wasexposedto
wasHyperCard
created
by
Apple Inc.
andit's
scripting
language HyperTalk. When I
viewed
HyperCard
stacks(the
name givento
a project createdin
HyperCard)
I
was always struckby
how,
through navigationalbuttons
andthe
like,
viewing
the
project waslike viewing
a piece of printed materialonly
this
printed material was "printed"onthe
computer screen.To
me,
cards
in HyperCard
resembled pages of abook
or magazine.You
couldgo
to
different
areas of a stackthrough the
touch of abutton
just
as youcould
flip
to
a pagein
a magazineby
viewing
the
contentsto
see whatyou wanted.
I
sawHyperCard
notonly
asit
wasoriginally
advertised asby
Apple (data base
manager,
custom softwarecreator,
etc.)
but
as acreator of electronic
books
and magazines.The
Interactive
Magazine
Back in
the
days
ofthe
first
personal computerby
Apple
andtheir
five
and aquarterinch
diskettes
several companies wouldissue disks
monthly
orbimonthly
to
subscribers; a"magazine
ondisk". These
werenot magazines of
the
traditional sensebut
collections of small programs.I
remember
these
from
my
first
years ofcomputer experience withmy
oldApple II+. It is
these
"magazines"
that
plantedthe
seedsin
my
head
that
would
eventually
growinto
my
thesis
project:the
interactive
magazine.This
computer magazineinstead
ofoffering
programs would offercertain
topics,
news,
graphicsetc.,
but
in
a new way.This way
wouldbe
through
interactive
media.Just
as someone could control whatinformation he
wantedto
viewin
interactive
mediapresentations,
he
would
be
ableto
viewonly
whathe
wantsin
the
interactive
magazine.My
main concernfrom
the
start ofthis
project wasthat this
wouldbe
treated
as a regular magazine.I
wasto
be
the
artdirector
for
this
first
"issue". A
logo
wouldhave
to
be
designed along
withlayouts
for
the
various articles and
departments
I
mighthave. Design
wasto
be
a majorissue.
Using
my
graphicdesign background
I
wantedto
establish alook
for
the magazine;
alook
to
set a precedentfor
any
future issues
that
might come out or
any
new publications.My
second concern wasto
incorporate
the
benefits
that the
computercan offer
in
handling
information
that
traditional printed mattercannot.
My
goal was notto
just imitate
a magazine onthe
computer.If
that
wasthe
casereading
a printed magazine wouldprobably
be
easierand
the
computerwouldbe
wasted.Creating
something
newanddifferent
is
whatI
wantedto
accomplish.Many
different
possibilities presentedthemselves to
me asmy
initial
idea for
the
magazine was planned.Besides
the
ease atwhich ausercould view
information,
interaction
would allowthe
userto
"customize"
the
magazine.Levels
ofinterest
couldbe
established wherethe
usercouldbrowse
throughinformation
with a "browse"setting,
and onfinding
something
interesting
could changethe
setting
to
alterthe
articleto
a morein-depth
one.This
would savetime;
the
userwould nothave
to
skim over
information.
The
computer woulddo it for him
and presentit
with
the
option ofskipping
orreading
moredeeply
into it.
Another
possibility
relatedto
customizationwasthe
option ofprinting
the information
ofthe
magazine; ofreceiving
ahard copy
ofthe
information
the
user wants.The
userwouldbe in fact
printing
outhis
owndisplay
Printing
handy
for
saving
paper asestablished periodicalsconvertto this
format,
but
most
likely
this
wouldbe
an expensive option.In
orderto
get printoutsofthe
samequality
asthe
computer screenthe
printerstoday
that
coulddo
this
arecostly
andthey
very
time-consuming.
This
might notbe
a problemfor
somebut
in today's
fast
paced worldit
probably
wouldbe. The idea
ofprinting
yourmagazine,
onethat
youknow has
information
you wantto
read,
every
month,
because
you picked allthe information
in it
yourselffrom
an availabledatabase
does have
an appeal.These
weremy
first
reactionsto
my
initial
idea
of aninteractive
magazine.
Some
ideas
wouldstay
but
some would change ordisappear
Research
and
Development
The
Computer
As
Designer
The
graphicdesigner
today
has
almost unimaginable power athis
fingertips.
Much
is
being
writtentoday
aboutthe
impact
of computers onthe
graphicdesign field. Designers
can nowdo
theirowntypesetting
in
the
studioeliminating
the
professional typesetter.Designers
can nowdo it
all; type manipulation,
photomanipulation,
slidecreation,
video andanimation creation all on one workstation.
This is
healthy,
but it
will causeproblems
for
the
field. "The
advent ofthe
computer as an electronicdrawing
board has left designers
without clearboundaries
-groping
in
adigital
world wherethey
can manipulatetype,
illustrations
andphotographs at whim."1
It is
almost acurse;
as computertechnology
grows and grows and
the
optionsthat the
computer provides growsit is
important
that
the designer
notlose
sight onhis
abilities and whathe is
there
to do.
I looked
into
the
possibilitiesthat
existfor
the
future
of graphic andcomputergraphic
design;
what might comealong
nextthat
will changethe
way
a graphicdesigner
does
his
workand whatI
might createthat
wouldhave
animpact.
Multimedia
Multimedia
(the
combination oftext,
graphics,
sound,
information
and
interactivity
into
oneprogram)
onthe
computeris
at animportant
stage ofdevelopment.
Many
companies(most
withinthe
multimediafield
Graphic
design firms
are nowfinding
workin
the
area of multimedia
along
withtheir traditional
designs.
Good
design is
required
to
let
multimedia communicate effectively.Multimedia
usesthe
skills of
many
professions andin
the
future
"multimedia's
challengelies in
merging
these
arts and skillsto
create a newtype
of productthat
combines
the
best features
ofwords,
sounds and images."2The CD-ROM
Since
it's
development
by
Phillips
andSony
in
the
seventies andrelease on
to the
consumer marketin the
early
eightiesthe
compactdisc
has
caught onlike
wildfire.It is
the
fastest
new consumertechnology
to
be
widely
embraced and accepted.The
original compactdiscs
wereonly
music,
but
nowthey
have
movedinto
other areas.CD-ROM
technology
combined with a personal computer can now accept graphics and
text;
about one
hundred
thousand
pages worth oftext,
five
thousand to
sixthousand
images
andfive
to
six minutes of video onjust
onedisc. The
CD-ROM is
"at the
forefront
of a revolutionin
the
way
welook
atpublishing
anddistributing
large
amounts of information."3The
characteristics ofthe
newCD-ROMs
makethem
andmultimedia a natural combination.
Discs
are nowentering
the
market.The
first discs
wereinformation-based
such asGrolier's Academic
American
Encyclopedia
andBibliofile from
The
Library
Corporation. Now discs
aremultimedia
based
withthe
advent ofthe
newCD-I
format
and players.These
machines,
first issued
by
Phillips
undertheirMagnavox
line,
aredesigned for interactive
entertainmentandlearning.
They
combineinteractivity
with graphics and compactdisc
quality
sound.These
developments
became
influential
partsin
my
final
decisions
Software Choices
One
ofthe
most popularsoftware programsfor
animation andmultimedia
design
is
MacroMind
Director
by
MacroMind Inc.
Many
professional multimedia
designers
useit.
This
programhas everything
amultimedia
designer
wouldneed;
text,
graphics, animation,
sound andinteractivity
(provided
through
Lingo,
MacroMind's scripting
language).
Once it
wasdecided
whatmy
thesis
wouldentail,
MacroMind
seemedto
be
the
best
choicefor
whatI
wantedto
do. There
are otherinteractive
programs
that
wehave
accessto that
also caughtmy
eye asfuture
possibilities
to
workwith.HyperCard
andSuperCard
createdby
Silicon
Beach
Software
areboth
excellentinteractive
programsthat
alsohad
whatI
needed.At
this
point
it
was notknown if
animation wouldbe
afactor
in
my
thesis.
If it
wasI
would preferto
useMacroMind.
Viewing
whatthe
various programsoffered,
whatI
wantedto
accomplishin
this thesis
wouldbe
availableto
me no matterwhat program
I
chose.What I had
to look
at and compareThe Project
Final
Decisions Made
The
stage was now setfor
my interactive
magazine.After
muchthought
a plan wasformed
in
my
mind of whatexactly my
interactive
magazinewill consist of.
Using
my knowledge
ofinteractive
computergraphics combined with
my
background
of graphicdesign
a new wholebegan
to
emerge.My
project would consist of aninteractive
magazine ona certain subject and of a size
to
be determined
by
the timeframe
available
to
me.It
wasdecided
by
my
committeethat the
subject ofthe
magazine was not
important,
but
the
design
andinterface
was.I decided
to
makemy
magazine's subject relateto
my fields
of study.I
choseto follow the
format
of a printed magazine as close asI
could.
There
wouldbe
a"cover",
a computer-generated animation atthe
beginning
to
catch someone's eyejust
as a newsstand cover would.The
project would center around a
"contents
page",
which couldreally be
called
the
main menu of a printed magazine.Most
components of aprinted magazine can
be
adaptedto
an equivalentin
interactive
media,
and
this
is
why
I
thought
this
project was such a natural extension onthe
traditional magazine.
As I
mademy
decisions
I decided
to
drop
my
plansfor
aprinting
option.
This
Magazine
wouldturn
outto
be
more of a visual resource withlittle hard data
that
mightbe
neededto
be
printed out.The
articlesto
be
contained would
be
short.Most
programshave
print optionsalready
andthe thought
of a new magazinethat
wouldtotally
bypass
the
printedform
and exist
only
onthe
computerwasexciting
enoughto
meto
wantto
magazine
is
something
that
has
possibilities and shouldbe developed in
the
future
What is TypeHype?
This interactive
magazine wasto
be
aboutthe
subject oftypography;
afield relating
to
graphicdesign
and also an areathat
is
constantly changing
with newtrends
coming
andgoing
and old onesmaking
comebacks regularly.It is
a visual area ofstudy
that
couldeasily
be
adaptedto the
computerscreen;
an areawhichin
fact has
been
greatly
affectedby
computer graphics anddesk-top
publishing.TypeHype
waschosen asthe
name.It
wassuggestedby
Prof.
Jim
VerHague,
the
head
ofmy
thesis committee, in
an offhandway but
TypeHype
really
stuck.It
waseasy
to
remember andindirectly
relatedto
the
project.The
act ofhyping
something is
whatI thought this
magazinecould
be
about;
aforum for
hyping
oradvertising
newdevelopments in
typography.
Hype
alsosubliminally
refersto
hypermedia,
the
basis
onwhich
this
project was created.TypeHype is
atypographic
magazinedevoted
to
currenttrends
anduses oftypography.
TypeHype is
avisual record of whatis going
onin
typography
atthis
moment.It is
not meantto
ignore
the
pastbut instead
will concentrate on
how trends
ofthe
past areaffecting
today's type.
TypeHype is designed for
the
specialized marketinterested in
typography:
working
professionalsin
the
field,
professors and students.TypeHype
could also serve as avisual resource
for
artdirectors
looking
for
currentprofessionals
doing
excellent workin
typography.
TypeHype
consists oftwo
sections:the
cover andthe
magazine.The
cover willbe
a shortanimationto
setthe tone
ofthe
rest ofthe
magazine.
Information
such asthe
title,
volumenumber,
issue
numbermagazine's cover
does.
The
cover will notbe
static graphics andthe
like.
It
willtake
advantage of whatthe
computer can offerin
the
way
ofanimated
information
graphics.The
magazine sectionis
whatthe
userwill enter afterviewing
the
cover.There
willbe
no "articles"in
this magazine,
just
four
regulardepartments devoted
to
adifferent
aspect oftypography
that
I
felt
would coverthe
field
well:Showcase
-This department
willdisplay
and "show-off" a newquality
typeface.
Through
the
use ofinteractive links
the
user willbe
ableto
viewall
the
styles ofthe
particularface
and commontext
block
sizesin
the
same style.Data
aboutthe
face
(it's
designer,
it's
uniquecharacteristics)
will also
be
provided.Profile
-In
eachissue
a professionalworking
andmaking
stridesin
the
field
oftypographic
design
willbe
profiledalong
with examplesofhis
orher
work.The
emphasisis
onquality;
someone whois
orhas
made animpact in
the
field.
Biographical
information
willbe
givenalong
withthe
work.
Examples
willbe
chosen onthe
basis
oftimeliness
and excellence ofdesign.
Gallery
-The
Gallery
is
an area wherethe
user willbe
ableto view,
muchlike in
agallery
of amuseum,
works oftypographic
design from different
areas of
the
field
(advertising,
graphicdesign,
posters and magazinework)
willbe displayed
by
the touch
of abutton. This
department
will show worksthat
have been issued
recently,
withinthe
last
year.This
department
willbe
a goodway for
adesigner
to
see whatis
being
done
today
from
aroundthe
world.Selections
willbe
chosenbecause
ofthe
recognition given
to
themby
distinguished
membersin the
field.
11
may be
relatedto
type,
but
all willbe
storiesthat
could affectthem;
how
the
marketis
going,
pricing
and ethicalguidelines,
newstudioequipment,
etc.
Most
ofthe
examplesI found
which wouldfill
up
the departments
were scanned
by
anNTSC
Digitizer from
the
various magazinesthey
camefrom. The
Showcase department
wouldfeature
the typeface
ITC
Mendoza
Roman,
a newtypeface
scannedfrom
the
latest
issue,
atthis
time,
ofUpper
&
Lower Case
magazine.Profile
wouldfeature
the
work ofMichael
Doret,
adesigner
whocreatively
usestype in
a colorful andillustrative
way.His
wasthe
kind
ofeye-catching
workI
thought
wasappropriate
for TypeHype. His
examples weretaken
from many
design
annuals such as
the
American
Showcase
series andthe Workbook series,
with
the text
takenfrom
a short articlein Upper & Lower
Case. The
Gallery
workwas scannedfrom
an articlein
anissue
ofGraphis
magazine about
the
newType Directors
Club
Annual
with examplestaken
from
the
annual.The News
articles and photos were copiedfrom two How
magazines.
All
work was published withinthe
last
year which wouldkeep
the tone
ofthe
magazineas onethat
woulddeal
with whatis
going
ontoday.
Software Decisions
It
wasoriginally
plannedthat
the
whole project wouldbe
createdin
MacroMind Director. MacroMind
is
an animation program which usesits
own
scripting
language
(Lingo)
muchlike
HyperCard
usesHyperTalk. The
coverof
the
magazine wouldbe
ideally
suitedfor
MicroMind,
but
the
magazine section could
be
complicated.The
magazine wouldbe
organized muchlike
aHyperCard
stackwould
be.
Navigational
buttons
would move you aboutfrom
pageto
page.Most
pages would usethe
samebackgrounds
andthe
samefields
from
SuperCard
for
the
magazinedesign. The many
buttons
that
neededto
be
created and
the
easein
whichbuttons
couldbe
created and copiedin
SuperCard
madethe
creation ofthe
magazine a smoother process.SuperCard
usesits
ownscripting
language, SuperTalk,
based
onHyperTalk
which meantI
wouldbe familiar
withusing
this
language.
Unlike
HyperCard,
SuperCard
usescolor graphics andmany
menusto
give
the
project creator a greater sense of control.Since
both
sections wouldbe
createdin
different
programs,
scriptswould need
to
be
createdto
link
the two
separatefiles
together.
It is
notthe
smoothesttransition
but it is
notimpossible
to
makethe
link
asdistracting
as possibleif it is
createdthe
right way.The
Development
ofthe
Logo
The
first step
in
the
process ofcreating
TypeHype
wasthe
creationof
its
logo.
This
symbol would setthe tone
andthe
unifiedlook
for the
whole magazine.It
wouldbe
presented onthe
coverand would alsobe
in
the
corner ofevery
page.This
logo
wouldbe very important
for
it
wouldbe
the
mostvisual elementthat
wouldbe
carriedthrough the
wholeproject.
I have
statedpreviously
that
this
interactive
magazine wouldbe
designed
asif it
were a regular newsstand magazine andthe
logo
was noexception.
I felt
it
shouldhave
afriendly
feel
and notbe
very
specificlooking.
The logo
wouldfeel
andsay
'typography"
but
sincethe
magazinewould coverso
many
different areas, the
logo had
to
be
read assomething
that
could encompass all ofthis
and wouldbe
ableto
appealto
all who would
be using
the
project.The first
sketchesI
created read morelike logos for
specific areasof
typography
orfor logos
that
really didn't have
anything
to
do
with13
for
alogo
of a magazine.My
goal wasto
showthe
wide range oftypography
by
contrasting
the
old andthe
new.Showing
these two
extremeswould also encompass
everything
in between
them.
These
sketcheswere refinedand simplified and
eventually
this
lead
to the
final
version of
the
TypeHype
logo
which was createdin Adobe
Photoshop
3.0
(Figure
1).
The
final
logo
for
TypeHype
waseverything
I
wantedit
to
be:
simple enough
for
a general magazinethat
would appealto
many
andthat
would notbe
distracting
everytimeit
was seen.A
design that
definitely
saidsomething
aboutthe
world oftype
while notbeing
gimmicky
or
looking
like
adesign
that
camefrom
a specifictime
who'simpact
wouldeventually
wearoff onthe
viewer.The logo
consists ofthe
modernbold
display
typeface
Futura ExtraBold
andGaramond,
a moretraditionaltypeface
usually
usedfor text
copy.The
Garamond
text
was setin italic
to
give a nice sense of movement
through the
piece andto
have it
notbe
static.
Overall I
think
it
accomplishes whatI
wantedit
to do.
Figure 1
The
Development
ofthe
Magazine
The
mainbody
ofthe project, the
magazine withits
four
regulardepartments
(Showcase,
Profile,
Gallery
andNews)
wasthe
nextto
be
designed. From
the
beginning
afterit
wasdecided
whatthe
magazinewould consist
of,
I
wantedthe
overall projectto
have
the
feel
of a unifiedwhole,
one whose separate parts cametogether to
form
something
that
could not
have
existedif
they
were alone.The
four departments
wouldeach
have
their
ownidentity,
yet wouldvisually
be
a part ofTypeHype.
A
grid was createdfor
allthe
pagesthat
wouldbe
shown onthe
screen.
This
was animportant
partto
unifying
the
look
ofTypeHype.
Once
this
was establishedit
wouldbe
easierto
setup
a continuousfeel for
the
magazine,
a consistentlook
as certain elements would alwaysbe
setup
acertain
way in
the
grid.The logo
couldbe
positionedin
the
same place onevery
card,
photos couldbe
sizeddown
to
fit in
certain areas on a cardwithout
eyeballing
their
dimensions,
text
could always start at a certainsection of
the
card and allbuttons
created wouldvisually be
pleasing
withno
button
taking
up
anymore room on a page than was necessary.I found
myself
using
the
gridconstantly
throughout
my
whole workprocess andI
think the
use ofthe
gridhas
mademy
workbetter
by focusing
me oncertainvisual
directions
and relationships.I decided
to
have
allthe
backgrounds
ofthe
departments
designed
the
sameway.This
wouldkeep
the
look
consistent enoughsothat the
userwould not get
lost.
No
matterhow
wildthe text
and photos were onthe
mainbody
ofthe page, the
userwouldknow
he
couldlook
atthe
top
of
the
page and see whichdepartment
he
wasin. This
seemedto
meto
be
the
best
oftwo
worlds.An
overall consistentlook from
one pageto
another, with enough space
to
also make eachdepartment
and pageappear
different.
Since
this
wassomething
newI
wantedthe
familiarity
to
comfort
first-time
users andthe difference
between
the
pagesto
be
15
Initial
sketches weredrawn
up
to
decide how
atypical
page shouldbe laid
out.Every
page wouldhave
the
same areafor it's department
name,
TypeHype
logo,
text
area and navigationalbuttons
area,
leaving
the
graphics area opento
interpret
the
specific subject matter onthe
page.
After
the
drawn
sketches werecompleted,
computer"sketches"
were
drawn
to
visually
test
my ideas
onthe
screen andto
seehow
they
wouldlook
in
SuperCard (Figures
2,3). This
washelpful because visually
it
canbe
a greatleap
from
paper sketchesto
afull
computer screen.Things
that
look
good on papermay
surprise you onthe
screen.Using
these
new sketches andthe grid,
abasic
pagelayout design
wascompleted.
A
scanned marblebackground
was addedin the
background
to
makethings
alittle
moreinteresting. This
texture
is
the
only
visualelement
that
willbe
seenthroughout the
whole magazine.The basic
background layout design
wascreatedin Adobe
Photoshop
2.0 using it's
channels option
to
bring
in
the
headline
text
from Adobe Illustrator 3.0
andto
givethe
text
it's
shadow(Figure
4).
Figure
2
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17
The
background
would nowbe
changedfor
eachdepartment
to
give
them their
ownlook. What
would change wouldbe
the
colorofthe
background. The
original scannedbackground
texture
wasin black
andwhite.
Using
Adobe
Photoshop
I
manipulatedthe
colorhues
and contraststo
comeup
withfour
different
coloredtextured
backgrounds for
the
departments (red
for
Showcase,
blue for
Profile,
greenfor
Gallery
and purplefor News). I felt
these
colors werebold
enoughto
stand out yet notenough so
to
lose readability
andbe
distracting
on a page.Text for
eachdepartment headline
createdin
Adobe
Illustrator 3.0
wasbrought into
the
texture
by
using
the
channelsfunction
again.All bold
headline
text
waskept
whitefor
maximum readability.Now
that these
colors werecreated,
the
rest ofthe
magazine couldfollow
starting
withthe
navigationalbuttons
and
Contents
page.The
navigationalbuttons
are anotherimportant
visual elementto
the
magazine.Like
the
logo
the
buttons
wouldbe
seen onevery
page.Using
the
gridto
comeup
with avisually
pleasing
size,
sixbuttons
were created.The
six areimportant
enoughthat
someone might wantto
useone of
them
onany
page ofthe
project.Left
and right pagebuttons
wereadded so
that
conceivably
one couldbrowse
through the
whole magazineby
just
pressing
these
buttons. The
Contents
button
allowsthe
userat anytimein
the
magazineto
goback
to
the
contents pagewhichin
turn
willgive
the
userfull
accessto
any
department.
The Info button
willtake
oneto
aspecial pagethat
will giveinformation
aboutTypeHype.
Lastly
arethe
Restart
andQuit
button.
Quit
is self-explanatory
whileRestart
will sendthe
userback
to the
beginning
ofTypeHype
and enablehim
to
viewthe
coveragain.
Depending
on whichdepartment
the
navigationalbuttons
were
in,
alight
tone
from
the
background
color was addedto
have
the
buttons blend in
the
background
more.The
Contents
pagewouldbe
centralto the
whole magazine.This
is
what will
be
seenfirst
afterleaving
the
cover.The
userwillprobably
goto
about
the
departments
ofTypeHype.
Visually
the
layout
wasslightly
changed.
This is
the
only
page ofthe
magazinethat
is
this way,
but
sincethis
pageis
soimportant
I felt
it
shouldstand out as notjust
another page(Figure
5).
Four blocks
werecreated each withthe
name ofadepartment
ofTypeHype. It
wasimportant
to
createtheir
individual
colorsfirst
sincenow
the
department
colorcouldbe easily
dropped into
the
corresponding
department
block in
Photoshop.
These blocks
wereturned
into buttons in
SuperCard
withlinks
to the
first
page ofthe
corresponding
department.
On
this
pagethe
Contents
button
ofthe
navigationalbuttons
will not work.Since
we arealready
atthe
Contents
page one would nothave
to
useit.
On
each ofthe
four
department buttons
onthe
Contents
pageis
asmall
box
with a question markinside. Upon
entering
this
box
withthe
mouse
the
userwithbring
about afield
oftext that
willdescribe
what eachdepartment is
aboutin
that
issue. This
newfield
will replacethe
generalinformation
field
onthe
Contents
page.A
series offields
were createdwith
the
appropriateinformation in
them
which werethen
hidden
by
a19
series ofscripts on
the
question markbuttons. As
one movesthe
mouseout of
the
box,
the
field
willdisappear
to
be
replacedby
the
originalgeneral
information field
which was onthe
card atthe beginning.
This is
aquick
way
to
seewhat eachdepartment
willbe
about withouthaving
to
goto them.
This is
the
only
pagein
the
magazinethat
does
this
because
it is
the
only
one whereI thought
this
function
was appropriate.Now
that the
Contents
page and navigationalbuttons
werefinished
the
pagesfor
the
four departments
couldbe laid
out easier.In
the
Showcase department
a separate menu ofbuttons
was created andplaced on
the
grid.This
Showcase
submenu would enablethe
userto
navigate
through the
various styles ofthe typeface
ITC Mendoza
Roman
that
he
wantedto
view.Two
sections on each card were createdby
the
grid also.
One
whiteblock
woulddisplay
the
font
andthe
otherwoulddisplay
four
text
blocks
ofdifferent
type
sizesin
that
particularfont. The
first
card ofthe
section(Figure
6)
gives someinformation
aboutusing
the
new navigational controls.
This
cardhelps introduce
newusers;
old usersFigure 6
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TypeHype
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can
easily skip
overthis
withthe touch
ofthe
next pagebutton
orthe
button
ofthe
stylehe
wouldlike
to
viewfirst before proceeding
to the
restof
the
department (Figures
7-1
2).
The Profile department
ofMichael
Doret
(Figures
13-18)
wasfilled
with
text that
would correspondto the
examples ofhis
workon each page.Scans
ofDoret's designs
werebrought
into Adobe
Photoshop
to
be
sizeddown
onthe
grid.After
this
they
werebrought into SuperCard
and placedon
the
appropriate page.This
section was a series of straightlinks
between
six pages.Each
page waslaid-out
differently
to
keep
things
interesting
andto
also complementDoret's
work.A field
oftext
was put on each page ofthis
department
to
showthe
userwherein
the
articlehe
wasand
to
inform him how
many
pages wereleft
to
view(1
of6,
2
of6,
etc.).I
felt
this
was neededto
give a stronger sense of placement and sothat
noone would
unintentionally
think the
department
wasfinished
whenit
wasnot.
The first
page ofthe
Gallery
(Figure
1
9)
department
was similarto
the
first
page ofthe
Showcase
section.In
this
section a submenuis
againpresented
for
specific navigationin
this
department.
These
buttons
take
you
to
areas withinthe
Gallery
(Figures 20-27).
The
Gallery
alsofeatures
a
text
block,
similarto the
onein
the
Profile
section, to
inform
youhow far
you
have
to
goin
each section.Scans
were createdin
Photoshop
andpages were
laid-out
the
sameway
asthe
onesin
the
Profile
section.Each
page could
have
had
the
same visualformat (photos
alwaysin
the
sameplace
in
eachpage) but because
ofthe
variety
ofwork and stylesthat
was presentit
made more senseto
try
to
follow
that
samefeel in
the
layout.
The last
department,
News (Figures
28-30),
wasthe
easiestto
create.
It
incorporates
elementsfrom
the
otherdepartments
sothere
wasreally
nothing
newto
create exceptto
bring
in
the
specifictext
and photosof
the
News
stories.Three
storiesfrom
HOW
magazine were chosen.One,
astory
abouttype
specimenbooks
directly
relatedto the
field
oftypography.
The
othertwo,
astory
aboutQuark XPress 3.1
and one aboutABCDEFGHIJKL
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Figure
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TypeHype
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22
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26
Hypekype
ADVERTISING
GRAPHIC
DESIGN
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CONTENTS
33
The last
page created wasthe
Info
page(Figure
31
).
This
wasdesigned
to
give somebackground
onTypeHype
and onthe
navigationbuttons.
If
first
time
users are confusedby
TypeHype
hopefully
they
willsee
the
Info
page andbe less
confused afterviewing it.
This
pageis
out ofthe
way
so experienced users will nothave
to
bother
withit.
At any
time
during
atour
ofTypeHype
this
page canbe
reachedby
the
Info button in
the
navigationalbuttons.
Leaving
the
button
willbring
youback
where youoriginally
left
TypeHype,
notautomatically
back
to the
Contents
page.The
Development
ofthe
Cover
The
cover animation wasto
be
created next.The bulk
ofthe
magazine was
finished. It had
an overalllook
and style aboutit
that
I
washappy
about.This
feel
would nowhelp
in
deciding
the
approachI
wouldtake to
creating
the
animation.It
wasdecided
to
bring
elementsofthe
magazine
into
the
animationto
bring
forth
morecontinuity
between
the
34
My
planfor the
cover wasthat
it
wasto
be
a shortanimationcreated
in
MacroMind Director. The
cover would showeye-catching
graphics with
information
I thought
shouldbe
shown atthis time.
Just like
atraditional magazine,
the
logo
and volume/issue number wouldbe
shown.The
coverwouldthen
display
information
aboutthe
contents.My
plan was
to
have
this
section acontinuous animatedloop;
it
woulddisplay
information
aboutTypeHype
untilthe
user clickedthe
mousebutton
to
enterthe
SuperCard
project.This
loop
would enable usersto take their
time
withTypeHype;
to
startusing it only
until afterthey
felt ready
to
proceed.
Quick
storyboardsweredrawn
up.Two
approachesto the
cover emerged.The
first
was an animated piecethat
wouldconcentrate onthe
type
aspect ofTypeHype.
Letters from
variousfonts in different
sizes and weights wouldbe
animated.The
display
ofthe
logo
would notbe
asflashy. The
other approach wasto
creatively
manipulatethe
logo in
some way.Type
would notnecessarily
be
stressedbut
the
name ofthe
project wouldbe. I decided
to
combineboth
ofthese
approaches.The finished
animationstarts with aview ofthe textured
background found in
the
magazine.This
wasthe
one element most responsiblefor
the final
pieceachieving
aunifiedfeel.
Various letterforms
in different fonts
startto
appearslowly
onthe
background
(Figures
32,
33).
The
fonts
were colored asapproximately
as couldbe done in
MacroMind
withthe
four
colorsthat
were usedto
distinguish
the
departments in
the
magazine.The different fonts
were placed onthe
background in
adesign that
wouldbe
pleasing
to the
eye.Various
sizes ofletters
andtypestyles were placedin
away
sothat there
wouldbe
balance
between
allthe different
weights and colors.Typefaces
that
weretoo
similarto
each other werekept
apart.35
Figure
32
36
Figure
34
37
of
the
logo,
muchthe
sameway
computer graphicsfor
television shows manipulatetheir
titles.
When
the
logo is stationery
the
volume andissue
numbersfade in (Figure
35).
This
wouldbe different
for
each consecutiveissue
that
is
created.Once
this
is
shownthe
animated coverwill enterthe
animated
loop.
At
anytimeduring
this the
usermay
clickhis
mousebutton
and
be
taken to
TypeHype
in
SuperCard.
At
this
pointfour
text
blocks
appear anddisappear
continuously
on screen(Figures
36,
37).
This
gives new viewers anintroduction
to
whatTypeHype
is
all about and whatthey
willbe seeing
in it.
This
would alsobe
a good point at whichTypeHype
couldbe
displayed
at a convention orgathering;
a continuousadvertisement
hyping
TypeHype.
A
MacroMind Lingo
script was createdto
link
this
animationto the
SuperCard file
calledTypeHype
whenthe
mouseis
pressed.This
takes
only
afew
secondsfor
this transition to take
place.This
will notbe
asdistracting
if
the
background
pattern ofthe
computer screenis black.
Figure 36
A*
39
Conclusions
Results
ofTypeHype
Throughout
this
reportI
have
used words associatedwithmagazines and
their
structure(pages,
cover)
to
describe
whatI
wastrying
to
accomplish withTypeHype.
In
the end,
TypeHype
formed
into
something
different;
ahybrid
of a magazine and avisual resource.TypeHype
has
become
more of an archive oftypographic
design
whichuses magazine metaphors as guidelines and
for
navigation.People
whohave
viewedTypeHype have been
positivein
their
reactions with
only
slight mention of minordifficulties.
Readability
on some cards couldbe
strainedbecause
ofthe
background
texture.
A
scripthad
to
be
changed onthe
Info
page sothat
if
you enteredthe
pageby
anavigation
button
and notby
the
Info button
you couldleave
the
page withno
problem; the
way
it
waspresently
scripted you would notbe
ableto
leave
the
Info
pagein
this
case.Generally
TypeHype
wassuccessful.Time
restraints madeit necessary
to
limit
myselfto
what wasin
TypeHype's
regulardepartments
andthe
number ofdepartments
available.
It
washoped
that
TypeHype
could encompass more.One
newdepartment
suggestedto
meby
Prof.
Robert Keough
that
I
was not ableto
add wasOldies
But Goodies.
This
would showcase oldertypefaces
andtypographic
history.
To
tie
in
withthe theme
of"current
typography",
Oldies But
Goodies
couldshow oldertype
making
comebackstoday.
The
beauty
ofTypeHype
andinteractive
mediais
that
it is
expandable andflexible
to
newsubject matterthat
might appearin
the
future.
The basic
see
TypeHype
ashaving
many
different
directions
it
couldfollow
in future
issues.
The Future
ofTypeHype
What
are some ofthe
waysin
whichTypeHype
couldbe
distributed?
When
TypeHype
wascreatedit
wasdeveloped
withthe
idea
that
eventually
this
wouldbe
amonthly
publi