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Platform for social projects - 100% of your donations are forwarded.

The Top Creative Minds in Digital Unleashed into the digital wilds, creatives have responded with innovative, far-reaching ideas that leverage interactive’s unique attributes. We look at some of the people best utilizing the new technologies to create work that stands out amidst today’s multimedia clutter. Andy Hood, executive creative development director, AKQA, London, Nick Bailey, executive creative director, AKQA, Amsterdam AKQA’s talent pool runs deep—and wide. Collaborations include the Star Player for Heineken, a dual-screen mobile and social soccer game created by Hood (in London) and Bailey (in Amsterdam). Koichiro Tanaka, creative director, Projector Inc., Tokyo Months before Mark Zuckerberg announced Facebook’s Timeline, Tanaka—who established Projector, a creative collective, in 2004—built Intel’s The Museum of Me, which pulls content from viewers’ Facebook pages and displays it in a personalized, virtual “exhibition.” Faces: Ricardo Santos

Insights 2012 Marketing at the Intersection of Communications and Commerce We live in interesting times. The way we go about living our lives has been forever transformed by the unceasing march of digitization and device proliferation. In the wake of this transformation stands an emboldened, digitally armed consumer who is an opportunity — and therefore — a target. The challenge for brands? Get to that consumer first … and last. Television’s monopoly is over. Shortly after Sapient acquired Nitro Group, a traditional, brand-led agency, in June 2009, I was often asked why we made, what many considered, an upside down decision: a digital shop acquiring a traditional agency. Clients ask how they can stay ahead of the curve and navigate change. Empowered consumers are dictating when and where they interact with brands. Another great example of how technology is liberating the traditional boundaries between marketing and commerce channels is Tesco. Insights 2012 By Alan Herrick, President & CEO

BACK TO THE FUTURE 2 (2011) : Irina Werning - Photographer Now its time for KOREA, TAIWAN AND TOKYO. If you live here and want to participate in my project, email me amazing old pictures to : backtothefuturepics@gmail.com Riff Raff 1976 & 2011 London Andy 1967 & 2011 Los Angeles Johanes 1994 & 2011 Hamburg Maarje 1990 & 2011 Amsterdam Lea B 1980 & 2011 Paris Carli 1990 & 2011 Buenos Aires Alexandra 1970 & 2011 Paris Carol 1960 & 2011 New York Christoph 1990 & 2011 Berlin Wall Daphne 1986 & 2011 Paris Devoto 1990 & 2011 Buenos Aires Diego 1970 & 2011 Buenos Aires Evan 1957 & 2011 New York Giorgio 1982 & 2011 Paris Jackie 1994 & 2011 Buenos Aires Juan Carlos 1982 & 2011 Bs Aires Lea T 1995 & 2011 Paris Majo 1983 & 2011 Buenos Aires Marcela 1973 & 2011 Buenos Aires May 1985 & 2011 Buenos Aires Patrick 1968 & 2011 Paris Patrick B 1982 & 2011 Berlin Fer F 1981 & 2011 Buenos Aires Puna 2003 & 2011 Buenos Aires Sander 1983 & 2011 Rotterdam Sarah and Jim 1988 & 2011 Boston Seba 1986 & 2011 Patagonia Sole 1988 & 2011 Buenos Aires Sonia y Lauri 1988 & 2011 Bs Aires

The ustwo™ Pixel Perfect Precision Handbook | ustwo™ We’ve now updated the Pixel Perfect Precision Handbook to version 2 – visit this blog post to download and read all about it. Good pixel practice vs bad pixel practice We love pixels! They’re the building blocks of all the visual design we do here at ustwo™, but are so often relegated to mere afterthought in the excitement of working with colours and styles. We induct all our designers into the school of pixels with our Pixel Perfect Precision™ (PPP™) guide. The aim of the PPP™ document is to give pixels the care and attention they deserve, to make sure we get the simple things right before moving onto the detail. Why is this important though? Users usually see your product even before they start interacting with it and as with everything, first impressions count. So where did PPP™ begin? The first version of the PPP™ document Before long bits and bobs were added until the document had blossomed to over 80 pages! The second version of the PPP™ document

UI Guidelines for Skeuomorphic Multi-Touch Interfaces Gestural, multi-touch user interfaces have made using a computer interesting again. This is good and bad. But two big names in usability, Jakob Nielsen and Don Norman, are concerned that it’s canadian pharmacy cialis _a_step_backwards_in_usability_6.html”>more bad than good. I am concerned that their response to the situation, a call for new guidelines, is a reactionary backlash that could hinder innovation and beauty in interaction design. After scoffing at the idea at first, I sat down to think about whether it was possible to develop guidelines that are open enough to allow for innovation, playfulness, and beauty but strong enough to keep usability high. “Skeuomorphic” refers to a design that retains the functional elements of a predecessor but only in an aesthetic capacity. screws, and heat vents that recall the aesthetic of physical gear although they are absolutely unnecessary in digital systems. Propellerhead's Reason virtual studio showing skeuomorphic design elements canexback

Nizo for iPhone

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