Designing Interactive Experiences - 'What, When, and How’

The ‘what, when, and how’ of interactive prototyping.

More than 5 years ago, when I started to steer my design career towards the technological dark side, interactive prototypes weren’t as popular as they are now, but you could find some of them on the Internet. They were mainly simple animations about new ideas for interactions. What fascinated me most was how these animations communicated an idea in a way that a simple image or a detailed explanation couldn’t. I hadn’t been aware of the full potential of an interactive prototype then, but I put my efforts on making my own animations. Using After Effects and some other complex tools, I did some experiments. Once I finished my first animations, which weren’t nearly as cool as the references I had, one thing was clear to me; my results weren’t worth the effort it took to make them.