View Full Version : Do you love your flash designs?
noisebug
04-22-2008, 08:25 PM
My issue is this:
I have been trying to make a flash website for myself for years. But every time I get 25% into IT, I hate it. I can't finish it. I have tried to force myself on numerous occasions, but cannot do it. I tried bribing myself, doing it in small pieces, large pieces, taking long breaks, short breaks, checked the web for inspiration, etc. etc. etc. It feels like I have tried everything.
Designing for clients is easy, but designing for myself is not! "Thats easy, just pretend you are making a website for a client". This will not work, there is no way I can fool myself into thinking it is someone else.
1. What methods do you use to get from start to finish?
2. Any tips on how you keep yourself going? What motivates you?
A good design idea first-> on paper, write down concepts, code creation squeleton, graphic creation needs. Work with modules, a main loader for functionality, then other swfs that you load inside it as you please: portability, maintenability, FAST loading (but of course you have to code). If the user waits 10 seconds for the website to load, your website is not worth seiing, period.
there are a lot of Flash designer out there without any knowledge of design and what they try to do first is: As much animation as possible, as much complexity as possible, as much innovation as possible. Results: "please wait while the website is loading..." in 2008 with one of the best web technology around they want people to WAIT???? DON"T DO THAT! Too much animation equals: people get bored of it after 5 visits to the website even if they said at first "wow that's awesome". So do simple and efficient, no music EVER (unless you don't care if people come back or not). There are no such thing as "a lot of animation equals very classy". read web design books, you'll learn a lot! Web design and Flash design is not about showing what you can do but making sure the user enjoy his time on the website!
Maybe that's why you can finish it, you go too far and then you realize it's boring, not good, it sucks. So a few webdesign books would put you on the right track...
A good design idea first-> on paper, write down concepts, code creation squeleton, graphic creation needs. Work with modules, a main loader for functionality, then other swfs that you load inside it as you please: portability, maintenability, FAST loading (but of course you have to code). If the user waits 10 seconds for the website to load, your website is not worth seiing, period. There are a lot of Flash designer out there without any knowledge of design and what they try to do first is: As much animation as possible, as much complexity as possible, as much innovation as possible. Results: "please wait while the website is loading..." in 2008 with one of the best web technology around they want people to WAIT???? DON"T DO THAT! Too much animation equals: people get bored of it after 5 visits to the website even if they said at first "wow that's awesome". So do simple and efficient, no music EVER (unless you don't care if people come back or not). There are no such thing as "a lot of animation equals very classy". read web design books, you'll learn a lot! Web design and Flash design is not about showing what you can do but making sure the user enjoy his time on the website! Maybe that's why you cant finish it, you go too far and then you realize it's boring, not good, it sucks. So a few webdesign books would put you on the right track...
^^ Strange, I think you just described 75+ percent of the sites that win FWA awards.
No seriously, some interesting points. ;)
^^ Strange, I think you just described 75+ percent of the sites that win FWA awards.
I talked about it:
As much animation as possible, as much complexity as possible, as much innovation as possibleThat might be enough to make people come visit your website, but to make them come back....
Most FWA sites, you sit and wait for them to load, they have tons of motion and animation, they have sound effects and sound tracks, they are innovative using papervision, tons of video etc..
I just thought it was kind of a amusing comparision, when you think of it :);)
A good design idea first-> on paper, write down concepts, code creation squeleton, graphic creation needs...
I agree with this regarding design, have a plan before you click the mouse. If not then your clicking away and you will hit road blocks and then get discouraged. Of course design is most times a discovery process and is evolving though the process, but there needs to be some initial objective and architecture in place so you can move forward with some goal in mind either with the coding or design or both to reach an outcome. If you just sit down in front of the computer with no goal, objectives, or direction then its alot harder, and the chances of discouragement are probably increased.
If all you do is web design, step back, look at print design, typography, package design, environmental design, films, go outside and study color therory in nature and the natural design patterns around you. Look for inspiration in unlikely places, be aware of everything. The web is filled with copycats now days, so break away to something else for inspiration.
Also get away from your computer and refresh! Take a break!
:)
Paul Ferrie
04-23-2008, 03:52 PM
My issue is this:
I have been trying to make a flash website for myself for years. But every time I get 25% into IT, I hate it. I can't finish it. I have tried to force myself on numerous occasions, but cannot do it. I tried bribing myself, doing it in small pieces, large pieces, taking long breaks, short breaks, checked the web for inspiration, etc. etc. etc. It feels like I have tried everything.
Designing for clients is easy, but designing for myself is not! "Thats easy, just pretend you are making a website for a client". This will not work, there is no way I can fool myself into thinking it is someone else.
1. What methods do you use to get from start to finish?
2. Any tips on how you keep yourself going? What motivates you?
Nicely put into words where i have been the past 8 years. Though i cant design period.
maskedMan
04-23-2008, 07:24 PM
I know the feeling. I think I am always my most satisfied when the site is, believe it or not, not a showcase of all the most advanced scripting effects imaginable.
we are humans, we like what's new but we are not patient. think about a picture gallery, first case it just shows the picture one by one, no animation, second case, the pictures slide half second to the screen, third case, 10 second animation picture explode, reconstruct, slide left,right, everything you can think about and then get on the screen. Which one is the coolest? probably at first a lot of people would say the third one, but on a regular basis they will get tired of it so fast! they will think: "just show me the freaking picture!!!!" The first and second case are the best bet since people will be able to use them on a regualr basis without getting tired of it. Conclusion: A nice touch of animation, no more!
noisebug
04-24-2008, 05:45 PM
Thank you all for the feedback. I do plan my projects, but not enough. My problem, I think, has been that 50% of the concept is in my head, and only 50% on paper. Because as designers/programmers we think about 10 things all at once, and new fascinating ideas take the place of old at light speeds. This is why I get discouraged, because I always have a new idea and the old is not good enough. If you get it all out on paper though, I think then one can focus on a solid plan and not just a loose string of concepts in your head.
I will be trying a new approach to this:
1. Write/draw/design everything out on paper
- This includes all brainstorming, concepts, content, goals, expectations, etc.
2. Make skeleton code
- Plan functions and how the objects will interact with one another
Then, after a definite roadmap has been established, I will jump into it.
The other road block is, like someone mentioned patience. I will try to take a lot more time creating my website. Often times I go too fast, and end up tripping and falling face first. I think if I slow things down, take some time to explore, I will be much better off.
I feel pumped. Thanks for the comments everyone.
Try to always finish your projects (I know that can be hard if you don't like the project anymore) that way not only it will be satisfying to be done with it but also you will learn a lot more from it than just giving up and be frustrated.
evride
04-27-2008, 08:52 AM
i only design for myself, because... well, im an 18 year old jobless high schooler. I just keep chugging, do some work everyday when i have time. I never play PC or PS2 games anymore. coding is my joy. I also found out that the first time i design/program something im just going to fudge it up and have to go back. but if i put it off and try to plan that out i would never learn what i need to do to make it better (and make me a better programmer/designer).
btw, i used to think i was a terrible designer, but now i just try to make functional stuff and the cool design comes with it.
jsebrech
04-27-2008, 03:09 PM
I also found out that the first time i design/program something im just going to fudge it up and have to go back. but if i put it off and try to plan that out i would never learn what i need to do to make it better (and make me a better programmer/designer).
Don't worry, this is normal. Throwing code against the wall and seeing what sticks is often the quickest way to get a sense of the needs of a particular project.
Don't feel obligated to plan everything up-front.
I agree with a lot of whats been said here, but I have to disagree with a few points.
No music? Audio is part of an interactive experience. However, you have give the user control over the Audio. Forced sound loops that you cant turn off are bad, not the sound itself.
Animation, when done in the right context, also adds to the interactive experience. Again, its about doing it right and not over doing it.
I'm with you 100%, heavy files and long wait periods for an animation that detracts from my experience is very annoying. Again, its about balance and knowing what fits and what doesnt. Knowing when too much is too much.
As for the FWA, keep in mind, its purpose is to judge design (graphics), not Flash developers.
evride
04-27-2008, 07:55 PM
music i say is a no no because it takes awhile to load, I don't care to find where to turn it off at, and because I listen to music in iTunes pretty much constantly. I don't want site music to mess up the awesome song that is currently playing. and for the loading, I'm downloading a lot of other stuff when I'm looking at sites. I don't need a site to use up more bandwidth than necessary. I can understand if it is a site for a band, but not for like a fashion designer. with 768kbps DSL, things are still slow and i curse my brother whenever he gets on Youtube and slows down my DL's.
continuing on with the suck theme. I suck at using components. i need to learn how to use that render stuff. I also don't know how to make custom classes with override and whatnot. I've gotten by without it but im sure it would be best if i learned it. any good tutorials on these things will be greatly appreciated.
jsebrech
04-27-2008, 08:17 PM
No music? Audio is part of an interactive experience. However, you have give the user control over the Audio. Forced sound loops that you cant turn off are bad, not the sound itself.
Going to the movies is an experience. I'm not sure going to a website should be one.
I have a general dislike for sites that auto-play sound. Usually I'm listening to music on itunes while browsing the web. Any site that has the audacity to assume that I'm giving it my full attention and starts playing audio without me asking gets an immediate thumbs down.
I think this dovetails with my rant in the other thread. I don't like it when websites become "experiences". An experience is intrusive, it takes up your full attention, and, really, I've yet to come across a site that was special enough to deserve that. Not without asking at least.
Experience or informational go to what I was saying about knowing what to use and when. Not every site should have music. But to assume the average user has the same personal tastes or habits as you do, would be a big mistake.
There was a reason I minored in pyschology when I was in college. So that I could try to understand why users do what they do. Once a month we get the briefs on user studies and all that fun stuff. You just have to know who your target audience is and cater to them. User experience, in the day of the RIA and web 2.whatever, is very critical. But you're only as good as your IA person, because they should know what to use and when to use it..
As far as the loading goes, if done with the proper technique, it doesnt affect load time at all.
jsebrech
04-29-2008, 11:29 AM
Experience or informational go to what I was saying about knowing what to use and when. Not every site should have music. But to assume the average user has the same personal tastes or habits as you do, would be a big mistake.
A study was made by microsoft marketing that concluded that 2 out of 3 internet users does "something else" while they're surfing the web, such as working, watching tv, cooking, listening to music, or whatever. The study also concluded that the younger the internet user was, the more likely they were to multi-task like this.
http://www.melcarson.com/context-matters-those-microsoft-videos-in-context.html
So my point is this: I just don't buy the notion that there are that many target markets where you can depend on the user to give you his full attention. I think good design should assume you only have partial attention, and you shouldn't require more of it than absolutely necessary. The designer should be ego-less and make a site that is humble and non-intrusive.
More concretely, let's look at the example of auto-playing sound. A reasonable assumption about target markets to make would be that for a musician's website, the visitors are there to find out about the musician's music, so you'll want to auto-play that. The reality is that often the visitors to the website are people who already have the music, and are in fact listening to it at that moment, but are there to look up something in the bio, or to look up some lyrics. By auto-playing music, you will interrupt their flow of thought, forcing them to divert their attention to finding the pause button, and annoy them.
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