Designing Interactive Publications

Explore the dynamic frontier of interactivity with new tools from Adobe and Apple.

With the proliferation of tablets, e-readers, and other mobile devices, the ability to add interactivity to publications is becoming not just a possibility but a necessity for people and institutions wishing to reach the broadest population possible with compelling content.

Adobe has introduced the Digital Publishing Suite, as part of their Creative Cloud subscription service, to allow the traditional print designer to easily incorporate interactive features into their InDesign projects. Established print publications are reworked, while maintaining links to source materials, through alternate horizontal and vertical tablet layouts. Interactive elements like buttons, and user-editable forms are now incorporated into PDF files. Folio overlays, and app' building support, bring slideshows, virtual panoramas, pan and zoom features, HTML5 animations, audio, and video elements together, converging to produce media-rich tablet experiences.

Apple has developed iBooks Author, a free Macintosh program, that makes the construction of text and picture books a straightforward process. A rich array of built-in tools allow developers to create iPad applications for distribution throught the Apple App Store.  

Explore the dynamic frontier of interactivity and become familiar with new tools from Adobe and Apple. Students should have a working knowledge of InDesign.

Instructors

Peter Koons

photo by Minda Taylor MoorePeter Koons has been involved in graphic arts since the earliest days of digital imaging. Founder of High Resolution, Inc., Maine's first 2400dpi imagesetting service bureau, in 1986, Peter has been immersed in most facets of design and production of graphics and imaging for publications, commercial printing, and fine art, as well as tablet and web development. In addition to being a resident faculty member, Peter is currently the Director of Technologies at Maine Media Workshops + College and is instrumental in the maintenance of the mainemedia.edu web site as well as team leader for the print catalog production. Since heading the on-campus digital graphic arts lab at Kodak's Center for Creative Imaging in Camden, in the early nineties, Peter has continued teaching workshops and adult education classes in Adobe's Creative Suite, and receives rave evaluations from his students.

Chuck Carter

Chuck Carter has been working in the artistic end of the science and entertainment industries for more than 30 years.

In 1988 he explored his passion for computer graphics and started working as a consultant for animation and 3D modeling for the Knight-Ridder: News in Motion Animation service. Since then his work has been utilized by The National Geographic Society for both online and print.

In 1994 Carter was instrumental in helping launch National Geographic Online producing 3D prototype user interface screens and interactive online content. In the more traditional illustration fields, he has worked with Harcourt Education, McGraw-Hill Higher Education, and other clients for more than 25 years - co-authoring and illustrating a book on physical geology in 2007. His work spanned multiple subjects, including history, nature, physics, military, geology, and geography. He has produced illustrations and animations for the U.S. Navy, the U.S. Department of Defense, and various defense contractors, universities, museums, and
governmental science institutions.

Carter entered the entertainment industry in 1991 when he joined the video game company, Cyan producing graphics for the popular computer game, Myst. The game went on to sell tens of millions of units and spawned 6 subsequent sequels. Other entertainment projects include work on more than 25 other video games, including the popular Westwood Studios properties; Command and Conquer and Red Alert. His roles spanned a diverse set of skills including working as a digital artist, animator, writer, art director, and computer-graphics supervisor.

In the mid 90s Carter worked with Threshold Entertainment as a digital matte painter for popular science fiction shows like Babylon5, Crusade and Mortal Kombat as well art and animation for numerous motion rides like Disney's, Mission to Mars and Paramount's, Star Trek: the Experience.

In the 2000s, Carter continued his worked in video games as an art director. Currently, he is working on numerous iPad and iPhone applications as both a designer and artist as well as illustrating college text books for McGraw-Hill and art for the US Department of Energy. Additional clients include Scientific American, Wired Magazine, Conde´ Nast Traveler, Nissan as well various industry magazines, advertising agencies, corporate clients, and additional book publishers.

He works from his home in Rockland, Maine.