High Bandwidth Panning 1987

Prototype for a 'hypermagazine' created as a Stack in Hypercard, working colloratively with Richard Oliver and Asif Choudhary in 1987 Ah those 1-bit graphics!

MERMIS

Multimedia Emergency Response Maritime Information System 1988

Conceived and Produced by Peter Burnell for BP Exploration. Me as information architect. A multi-laserdisc and PC GIS ERS system for installation at BP Sullum Voe emergency response centre.

 

Halliwell's Interactive Film Guide 1992

The first CDROM for FITVision. Grapics and interface by ace designer Mark Bowey (doesn't it still look cool?), programming by Asif Choudhary, produced by Graham Fletcher for Beckett/Fiennes Associates, working with John xx for Halliwells, myself as creative director and information architect.

 

EFC96

A cover-mounted CDROM produced by Graham Fletcher for Lawrence Publishing. 600,000 copies for a special edition magazine on the Euro96 cup finals. Myself as information architect, games designer and creative director. The brilliant Peter Laurenco as interface and graphics designer, xxxx as programmer, George Scott as line producer, xxx doing 3d animation. A multimedia-rich CDROM with complete guide to all the teams and all the venues, an interactive animated Quizball quiz in 6 European languages, video of key players such as Ryan Giggs - and several custom-designed interactive commercials for the disc's sponsors - including Reebok, and Hewlett Pachkard. Quicktime VR model of Webley Stadium withfly-down and walkthrougths etc

ManU Interactive CDROM

Produced by Graham Fletcher for Video Collection International and Manchester Utd Football Club. Peter xxxx graphics and interface design, myself as information architect, creative director and games designer (another multimedia quizgame!) xxx as programmer, George Scott as line-producer, 3d work by Mark

 

Punk-zine

A working presentation prototype for Castle Multimedia. Art directed and structurally designed by me, with the exceptional Matthew Mayes designing the graphics and lots of hot interactive sections. Composited and structurally scripted by myself and Matthew, this was a suck it and see prototype that Castle eventually decided not to proceed with under the then dodgy market conditions. But oh what fun!

 

Monotype Conference Presentation

The first major presentation working with Malcolm Garrett - a twin-screen data projected media-rich digital duo hour-long tour-de-force presented to the design community at University College London University in 1994

 

Understanding Hypermedia

Presentations for the book, and hands-on book design. Working with designer Malcolm Garrett and interactive designer Alasdair Scott at the then AMX Digital Studios in Shoreditch. (We started the Ditcherati there). Richard Oliver and I writing and sourcing images, Malcolm designing with Cara Mannion doing layouts, and Christine Davies editing. We wanted a beautiful book (Wired review) and we got one.

 

Malibu website

A website for Malibu Rum, brokered by Lowe Howard Spink and designed and produced by AMX Digital. My role was information architect, and I devised several sections, including a dominoes game, and an interactive e-postcard that translasted from standard English into Baijan (Barbadian) dialect.

 

Futures presentation in Paris 1997

A presentation in the Georges V Hotel in Paris to an audience of Ftures dealers. They treated me really well, and bought me drinks in the Ritz even after I told them that they were all in danger of being disintermediated by online futures trading.

The CyberLex and presentation for Cyberdesigners 98 in Aarhus.

The Cyberdesigners presentation was based on the working prototype for a CDROM version of the Cyberspace Lexicon, which Malcolm, Richard and I had put together as a presentation for potential funders/investors. We were way ahead of our time, but the prototype sure looked pretty. Produced in the fabulous Supercard - our favourite authoring software, which unfortunately never made it into the increasingly dominant PC/Windows marketplace.

 

EMI Sound and Vision exhibition guide 1992

produced using Supercard and 9 separate Laserdisc programmes for the Sight and Sound exhibition at EMI main office, driven by control pads. Produced at Monty Pythons studio in Camden by Graham Fletcher, with George Scott as line-producer, Myself and Mark Bowey as interface designers, Michael Cibanski and Asif Choudhary programming.

DTP Graphic Design Index 1988

An A-Z of print and graphic terms for first-time DTP practitioners, designed in Hypercard and produced as a stack for distribution via floppy. Designed and produced at the Computer Graphics Workshop, with Beverly as the typographer, Asif Choudhary as programmer, myself as content writer and scriptor.

ManU Double Double CDROM

a double CDROM to celebrate MUFC double championship (League and FA championships). I designed a 'countdown to the Double week-b-week multimedia 'tabloid' style timeline. Graphics by Peter Laurenco

Cyberspace Lexicon

Another brilliant book from the Cotton/Oliver/Garrett stable., I'd started on this one a couple of years earlier with the ambition of producing a one-stop lexicon that drew together all the various and then quite separate multimedia arts. Nreville Brody remarked - 'lots of words!' when he saw the final publication, but Malcolm's graphics made each spread a joy to behold. It's weathered well despite the problems of producing a reference work in this volatile and dynamically changing new media environment. And it gave us a vehicle for thirty or so overview essays on the future potential of digital media.

Nickelodeon Interactive - the product of a years creative consultancy with the innovative and adventurous Nickelodeon team was a series of prototypes and presentations for pitching to the Viacomn New Media team in New York. Lots of really great ideas informing Nickelodeon's quest to becomel the prime independent childrens television channel. Too early for DSL and interactive cable. Lots of designers involved with this one, notably Marl xxx on 3D animation, Peter Kennedy on graphics and myself on game-design and creative direction.