Responsive illustrations: proposal for the development of adaptive drawings for future...
Transcript of Responsive illustrations: proposal for the development of adaptive drawings for future...
Responsive illustrations: proposal for the development of
adaptive drawings for future computer-mediated media Pedro Amado1
Catarina Silva2
Abstract
This paper presents the main concepts, technologies and limitations
underlying the responsive design workflow, repurposing them into the
development of responsive illustrations. It aims to demonstrate how this
workflow can be applied not only to illustration, but also how to other fields of
visual production and knowledge such as branding, icon design, editorial
design, or information design, bridging the gap between the technology and
the contemporary artistic creation.
The responsive design approach, originally proposed by Allsopp
(2000), proposes that we use the fragmented and fluid digital media
landscape as a creative constraint. This can be achieved by developing an
adaptive framework, designed to produce flexible drawings that take
advantage of the progressive enhancement of the digital medium in an
‘augmented space’ provided by the technology. According to Marcotte (2014),
this is not an easy task, but has several benefits than include an enhanced
and more coherent user experience, and less maintenance. In an increasingly
complex and more demanding publishing world, this can improve the
workflow of the digital artists and editors alike by supplying all the drawing’s
variations into a single unified responsive solution that adapts into the media
it is being displayed.
By developing and presenting a proof of concept based on media
queries and styled SVG files, we have found that the current technologies
provide enough support to develop and implement this approach. Besides
current limitations identified on previous research (Nebeling & Norrie, 2013,
2014), we also propose a set of practices and standards in order to better use
this approach and to extend it to other areas that can tap into the potential of
a creative discourse between the author or user creation, the design, and the
technological aspects of the XXI century media.
Keywords: Illustration, Responsive Design, Editorial Design, SVG
1 Pedro Amado, PhD, Department of Communication and Art, University of Aveiro, [email protected]. 2 Catarina Silva, PhD, Polytechnic Institute of Cávado and Ave School of Design, [email protected]. 2 Catarina Silva, PhD, Polytechnic Institute of Cávado and Ave School of Design, [email protected].
Paper presented at the #14.ART International Meeting of Art and Technology
(https://14art.medialab.ufg.br/). 14.º Encontro Internacional de Arte e Tecnologia: #14.ART: arte e
desenvolvimento humano / coord. Paulo Bernardino Bastos, Suzete Venturelli e Cleomar Rocha. –Aveiro:
UA Editora, 2015 – 492 p. ISBN 978-972-789-458-1
Introduction
Current media consumption on screen is increasing (Google, 2012), and its
landscape is more fragmented than ever. Adopting a Responsive Design approach
(Marcotte, 2014) within the context of illustration design has several benefits that
include an enhanced and more coherent user experience, and less maintenance
(Florins & Vanderdonckt, 2004; Jiang, Zhang, Zhou, Jiang, & Zhang, 2014).
Although it’s not devoid of problems (Nebeling & Norrie, 2013, 2014), the
responsive approach tends to reduce the iterations needed throughout the
development of products (such as illustrations). Also, as media devices become
more diversified it is important to prepare the illustrations to adapt to current an
yet to come scenarios and devices (McAnlis et al., 2014; Mohorovicic, 2013;
Nebeling & Norrie, 2014). The purpose of this paper is to present a framework on
which everyone should be able to conceptualize future-proof, device independent,
responsive and progressively enhanced illustrations.
Media convergence as Jenkins (Jenkins, 2004, 2006) defined is a reality
within the sphere of the “three Cs” — computing, communication, and content.
Nevertheless, our technological convergence, as digitally uniform it may be, has
never been more fragmented (Ludes, 2008; OpenSignal, 2013). Devices present a
wide range of screen sizes and resolutions where the same information and
communication can take place (Figure 1).
Figure 1 – Sample of present day devices (retrieved from Jehl, 2014)
And the canvas is fluid and not static anymore (Jehl, 2014, p. 3). So the
possibilities are wide-ranging (Figure 2).
Figure 2 – Screen, or canvas display size fragmentation landscape (retrieved from
Jehl, 2014)
This presents a problem for content creators such as illustrators. In order to
provide a sense of an unified digital experience (Goodwin, 2009, pp. 479–501), the
authors have to devise a way in which to serve different versions of the same
illustration, while maintaining the same basic concept, and providing a similar
experience. Scaling will not suffice (Marcotte, 2014, p. 53) and cropping or
reframing can create communication, ethical, or copyright issues. A simple way to
resolve this is to add meta-information about the image presentation, and
creating mechanisms to control it in different media conditions — developing
responsive illustrations.
To produce responsive illustrations, the author’s workflow should take the
object recognition flow (Ware, 2004, p. 215) and the sequence of cognition into
account (Wheeler, 2009, p. 52) This means that the author of these illustrations
has to consider not only the gradual and progressive detailing of the information
conveyed by the illustration (from a cognition point of view) but also the device
reproduction capabilities. Hence, the creation of the illustrations’ contours has to
take place in an efficient way in the early visual processing stages (Ware, 2004, pp.
198–199). This works in a similar way the progressive enhancement has been
defined to deliver an unified experience across devices (Parker, Toland, Jehl, &
Wachs, 2010, p. xxvi).
Therefore, one should begin by defining the fundamental shape to convey
with the illustration, possible to reproduce at a small scale. This will define 1) the
main (irreducible) concept and 2) smallest possible use, or its use in the most
technically constrained environment. Then the author should proceed to enhance
the image the additional information, and visual detail (Figure 3)
Figure 3 – Example of the Progressive Visual Stacking (PVS)
We are defining this specific part of the workflow as Progressive Visual Stacking
(PVS) — defining a set of layers within the image that can be semantically linked
and activated by detecting the media its being served in. In the example above we
are using a three-tier stack that correspond to the sequence of cognition — shape,
color and form. Nevertheless, the PVS can be as complex as the media
configurations the author intends to serve.
Responsive Methodology and Workflow
Its three technological pillars can characterize responsive Design: flexible images,
media queries and progressive enhancements (Friedman, 2015; Jehl, 2014;
Marcotte, 2014; McAnlis et al., 2014; Nebeling & Norrie, 2014; Weiss, 2015). We
have opted to use SVG as the flexible image format (Soueidan, 2015), combined
with HTML <object> element as its support and CSS for presentation and
progressive enhancement control through @media queries.
The advantages of the SVG are: 1) it can scale cleanly (Powers, 2010); and 2) it is
one of the few standard [vector] image formats that provide support for semantic
markup that can be read and controlled from external inputs such as CSS. Since
the nature of the SVG files is to be scalable, we are only manipulating two
parameters: image detail (to screen size or resolution); image color (to device
capabilities), although other features like interaction or animation can be
manipulated.
This approach has to take into account that, although the current main
browsers support SVG display (Can I Use, 2015), not all provide the same support
proposed by this method. One such example is the pixelated aspect when scaling
an SVG in IE, or Edge browsers. Therefore authors have to rely on fallbacks. The
most simple example is to provide an ALT attribute describing the image,
whenever a user cannot see it, or the browser, device, or connection do not allow
to present it. The SVG approach should also rely on one or more fallback methods.
Namely, to use a single, or a stack of replacement bitmap image files (Soueidan,
2015; Weiss, 2015).
When deciding on the markup, despite the current standards, one should
also rely only on currently standard markup. Elements like the are still being
discussed and are moving along the process of becoming W3C standards also
(W3C, 2015a). But history has showed us that technology evolves and changes at a
faster pace than expected. And elements being proposed, or even part of current
best practices might not become standards, or may become obsolete as the
standards evolve (W3C, 2015b; WHATWG, 2015).
We present a simple proof of concept to illustrate the proposal for the
RIDW. In the first place, the illustration author must conceptualize the core
concept of the image. This will provide the illustration smallest part to be
displayed at the smallest breakpoint (usually at 320 px). This is a very simple
approach, although debatable, but it is inline with the Mobile First approach
(Wroblewski, 2014). Then, depending on the number of devices or configurations
being supported by the illustration the author should define the rest of the
breakpoints. There is no fixed set of rules to define breakpoints (Gemert, 2013;
Robson, 2012). We recommend at least a couple of additional breakpoints (e.g.
768px for tablets and small laptops, and 1100 px for large laptop or desktop
displays). Our proof of concept (Figure 4) was only developed for screens with
three breakpoints (the code can be viewed by inspecting its source). Nevertheless,
defining additional breakpoints for any media query combination desired can
further enhance it: portrait or landscape modes; screen, print, speech or all modes
(Marcotte, 2014, pp. 80–81).
Figure 4 – Responsive illustration proof of concept (available online at:
http://bit.ly/1ipyPN3)
The following diagram (Figure 5) summarizes the proposed set of practices and
standards to be used in the Responsive Illustration Design Workflow (RIDW) used
to produce the proof of concept.
Figure 5 – Responsive Illustration Design Workflow (RIDW) diagram
The RIDW is divided into 4 phases: 1) Concept development; 2) Rationale Tier
division; 3) Progressive Visual Stacking (PVS); 4) Semantic Markup.
The first phase corresponds to the creative process and technical aspects
must not hinder it. If the desired illustration that outcomes of this phase is not
suitable to vector drawing (SVG implementation) then the RIDW should be
avoided.
The second phase corresponds to the division of the illustration
components into three tiers: the main concept — the minimum and smallest
reproducible elements that convey the illustration concept and correspond to the
most basic shapes that do not depend on color to be perceived; the details and
information — the additional forms, visual attributes that augment the core
information such as color, lines or textures; and finally the aesthetics enhancement
— all the visual flare and stylistic elements that add to the experience of
CONCEPTDEVELOPMENT:
IDEA / SKETCH
PHASE 1 PHASE 2 PHASE 3 PHASE 4 RESPONSIVE ILLUSTRATION
RATIONALE TIER DIVISION:
1: MAIN CONCEPT 2. DETAILS AND INFORMATION 3. AESTHETICS ENHANCEMENT
DRAWING
VECTOR BASED ILLUSTRATION?
Y
N
Y
N
TIER DIVISION(MIN. 2)?
BITMAP BASED ILLUSTRATIONAVOID RIDW (SCALING OR PERFORMANCE ISSUES) DOT NOT
USE RIDW
320 px 768 px 1100 px
PROGRESSIVE VISUAL STACKING:
VECTOR DRAWING / SVG LAYERS
SEMANTIC MARKUP AND FILE LINKING
HTML PICTURE ELEMENT CSS PRESENTATION RULES
<html><css><svg>
<svg>
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Safari File Edit View History Bookmarks Window Help Fri 4:20 PM100%
MDS 4:20PM 100%
enjoyment of the illustration but that are not crucial to communicate the concept
or additional information such as specific image filters, color effects, animation,
interaction or maybe even textual information. If it is not possible to divide the
image elements into, at least, the first two tiers, then the RIDW must not be used.
The third phase is mostly a technical phase that consists in the production
of the illustration in vector drawing software (by designing or tracing the elements
into it). On this phase, authors should take into account that the drawing elements
should be organized into specific layers corresponding to the relative tiers. This
means, for example, that each tier may have more than one layer. It depends only
on the complexity of the drawing and the desired progressive enhancement. The
grouping of the vector elements and naming of the layers is crucial from a
technical standpoint because it will become semantic information included in the
SVG file, used in the next phase. The general recommendation is to use SVG 1.1
standard and the file might need some “cleaning” in the xml produced (Soueidan,
2015).
The fourth and final phase consists in integrating the SVG and the CSS
within an HTML document. Depending on the way the SVG is integrated within the
HTML document, the CSS instructions should be placed in a specific order. We’ve
opted to include the SVG as an <object> despite other available options. Therefore
the CSS instructions have to be edited inside the SVG file (Soueidan, 2015). This
reduces the number of requests to obtain this responsive illustration and
enhances performance. But, as a negative consequence, if the author (or editor)
would like to tweak the breakpoints to serve the illustration to different media, he
would have to edit the illustration file itself. Nevertheless, the process is simplified
by abstracting the layer tiers into 3 different IDs — shape, color and form.
Limitations
From a creative point of view, what this illustration workflow proposes is that
authors and designers conceptualize and structure their images in a semantic
tiered approach. Despite Allsopp’s (2000) proposal, or Lawson’s creative
constraints creativity model (2005) this can become somewhat limiting to the
creative process for some authors. In a sense that it constrains the free thinking
approach and might impair the promotion of the sense of flow that some authors
mention achieving (Csikszentmihalyi, 1991).
From a technical standpoint, this approach should be applied to a specific
type of illustrations. Although fallbacks can be applied, photorealistic, detailed, or
texture-rich illustrations are inappropriate for this kind of approach. Nevertheless,
the effort one has to invest in developing the different resolutions might prove to
be inadequate. One final technical consideration is that it is only worthwhile
employing this approach if the size (in Kb) of the SVG files is comparable to the
sum of the file sizes of the bitmap images fallback (Soueidan, 2015; Weiss, 2015).
Although responsive illustration has been emerging since early 2013 (Kus, 2013),
this approach has yet to be adopted by authors and illustrators in a large scale. We
need additional research such as conducting content surveys and author
questionnaires to understand why this is still a shy practice among illustrators.
Conclusion
This approach implies that authors have additional work when creating
illustrations. Nevertheless, the additional semantic identification work can improve
the accessibility and media consumption experience of the illustrations on the
fluid-canvas digital media devices. The enhanced control on the illustration’s
presentation provides authors with an extra level of communication control. This
can improve the workflow of the digital artists and editors alike by: (a) supplying all
the drawing’s variations into a single unified responsive solution; and (b) help to
communicate the most important aspects to illustrate in different levels. This not
only helps the illustrator, but also helps to improve the illustration commissioning
and editorial process. This will also help promote a more responsible and effective
communication in the media the illustrations is being displayed.
We hope this paper contributes to improve the degree of information
defined and contained illustrations, but also that it can applicable to a multitude
disciplinary areas that include branding, icon design, editorial design for digital and
mobile media, or information design. But, especially in an educational context, we
expect that this approach can also better educate future authors by helping them
to understand the complex media landscape in which their creations will have to
be presented — to help them become better professionals by helping them to
develop a more communication effective workflow bridging the gap between the
technology and the contemporary artistic creation.
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