@chrishewitt.bsky.social have a nickname for James. Needs to be something he’ll like. Something slightly insulting and allows you to do an impression.
Introducing James ‘Arseholes and Elbows’ Dyer.
Posts by Martyn Gooding
📚 Finalising the storyboard is the last step. After refining the visuals, I compile the final storyboard, ensuring it flows well narratively and visually captivates the audience. #FinalProduct #AdobeFirefly #Storyboarding
🎨 Style transfers are simple with Adobe Firefly. I experiment with various artistic styles to find the best fit for my project's theme. I rarely do 3D storyboards but this style is a nice balance of keeping it minimal without defaulting to pen and ink #ArtisticStyles #AdobeFirefly #Storyboarding
🖌️ Creating composition references is straightforward with Adobe Firefly. I use Unity and Substance 3D assets to build environments and characters that serve as the foundation for my storyboards. This image is a grey box ref from Unity. #DesignTools #AdobeFirefly #Storyboarding
🚀 Over the next few posts, I'll be sharing how I use Adobe Firefly to enhance my storyboarding process. #Storyboarding #AdobeFirefly #GenerativeAI
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Objectified Documentary
All of Gary Hustwit's documentaries are great. Objectivity is more focused on product design but i also recommend Urbanized and Helvetica
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Abstract: The Art of Design Documentary
Great series. If you can’t watch it all then i’d suggest looking at:
Es Devlin: Stage Design
Ilse Crawford: Interior Design
Ian Spalter: Digital Product Design
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Punchdrunk: Behind The Mask Documentary (UK only)
I reference Punchdrunk Theatre a lot as i believe they great things around immersive space design.
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Overwatch: How A Hero is Mei'd Talk
There’s lots of good content from the Games Developers Conference (GDC). I picked this one as it goes deep on some of the themes we will cover around animation and characters.
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The Rise of Experiential Design: What You Need to Succeed Article
A short article that gives a good over view of experiential design from Adobe
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Game-feel Book and website
A game designer created this blog with downloadable demos that deconstruct the key elements of interactive design.
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Make Space: How to Set the Stage for Creative Collaboration Book
A practical guide that is directly applicable to some of the exercises we will look at around space design and collaborating.
It's so fast we do it with users in the room. Or in workshops.
You can tell the prompt to change the design style, switch to dark mode, add buttons and images. Anything really.
But now - We can scribble a very loose sketch - literally on a post-it or napkin and tell Claude to 'Build it'.
Currently we use UX engineers or designers to prototype out our designs.
We use clickable Figma files or front-end devs / UX engineers build quick and dirty prototypes in React.
“The hottest new programming
platform is the napkin.”
Paul Daugherty, Accenture Group Chief Executive
& Chief Technology Officer
a thread...
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What is Universal Everything? Book
UE create lots of immersive/digital installations that are great references for characters and animation work that feel contemporary. Look up their work, if you don’t want to get the book which is quite pricey
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Olafur Eliasson: Experience Book
Eliasson is another excellent artist reference and someone whose work has inspired me in the creation of my immersive experiences.
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James Turrell A Retrospective Book
One of my many artist recommendations. James Turrell creates incredible installations with light and colour that are a great reference for designing immersive experiences.
🦸🏻♀️ Give people agency: People want to feel in control. AI needs to communicate how people's data is being used and allow them to make changes.
💡 Help people be successful: People want to do the right thing but might not understand how the tools work. AI needs to collaborate with users to give them the right level of assistance to achieve their goals.
🧶 Remember past interactions: Nobody wants to start from scratch every time. AI needs to build on past conversations.
🧪 Design for being wrong: We all know things don't always work as expected. AI needs to let people know when it's not sure about something.
🦄 Adapt to different styles: People communicate in all sorts of ways. AI needs to be flexible and adjust to you.
AI interactions need to build on human truths.
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5. Assistance: What is the utility of the AI?
Be clear on its task. When building custom LLMs for customers they often have a specific expertise unlike the broad utility of ChatGPT, Claude etc. Design towards this.
4. Integration: What access does it have to the rest of the users' digital worlds?
Our Co-pilot can access meetings, emails, chats. Slightly scary but also really useful if used correctly.
3. Memory: What does it remember about you and the last time you spoke?
LLMs unlike chatbots have conversation memory. They get to know you over time. How does this play into the utility of the tool?
2. Tone: What is the tone of the LLM? Friendly? Corporate? Helpful?
This is where copywriters come in. We've done this for years. Just like writing a brand TOV - an LLM needs the output structured like any other brand writing.
1. Trust. AI isn't trusted. What design patterns can overcome this? Communicate that the content is AI generated. Cite your source with links. Allow the users to edit the output