Branding, design, and interactive firm Oestreicher+Wagner develops and delivers high-impact content using Adobe Creative Cloud for teams.
Oestreicher+Wagner (OE+W) has been an icon in the design, prepress, and production industries in Germany for more than 80 years. With approximately 100 employees, OE+W is a renowned media powerhouse serving long-time customers worldwide in industries ranging from automotive to food and fashion.
Several years ago the firm expanded beyond its expertise in prepress and published print pieces to offer clients more interactive services. The goal was to enable OE+W clients to engage their customers through multimedia experiences delivered via traditional websites, mobile sites, and other channels.
Today, the company’s services span the breadth of media production, with three photo studios, professional retouching and composition, desktop publishing and layout, and digital printing. In addition, the firm’s interactive division handles all things interactive; collaborating closely with clients to design and develop websites and mobile apps. Custom content management solutions and e-commerce applications round out OE+W’s interactive portfolio offerings.
Commitment to compelling, high-quality, content
OE+W has always been on the cutting-edge of design and technology, embracing the tools that enable them to provide clients with impactful content, and targeted audiences with memorable experiences. Integral to OE+W’s work over the years has been the use of Adobe creative software. “We began using Adobe Photoshop and other Adobe creative tools years ago,” says Roland Fellner, head of IT and systems at OE+W. “Even now much of our work relies on photo retouching and publishing, so Adobe software has always been vital to our success.”
As a long-time Adobe customer, OE+W’s IT and creative teams were instantly intrigued when they heard about Adobe Creative Cloud, especially after learning more about how membership would give staff faster access to full versions of popular Adobe applications.
Easy management, accelerated access
The firm originally joined Adobe Creative Cloud, and explored the tools, through individual memberships. But, with the help and advice from reseller Syspro, they quickly took advantage of Adobe Creative Cloud for teams. The centralized Admin Console in Creative Cloud for teams reduces IT overhead for OE+W and accelerates the deployment of software by providing a single view into license management. Equally important, Creative Cloud for teams helps the company’s finance managers more easily predict spending. “For our team, upgrading to an Creative Cloud for teams allowed us to scale as needed. We can add or change user licenses easily, versus having individual memberships, which helped support our business,” says Fellner.
Creative Cloud for teams enables OE+W to quickly address changing client and team requirements with the flexibility to easily reassign licenses without having to deactivate a license at an individual workstation. “Our move to Adobe Creative Cloud for teams is helping us realize time savings of up to 40% on software deployment and license management,” explains Fellner. “With built-in tools like Creative Cloud Packager, we can instantly distribute software based on users’ needs, whether prepress, photo retouching, or other design uses.”
An expanded toolset at the click of a button
OE+W has expanded the number of seats of Creative Cloud for teams, and now has the flexibility to equip and scale its computer-generated imagery (CGI) unit with the video and effects software needed to manage CGI, post-production, video, and other activities.
For many at OE+W, rapid success with Adobe Creative Cloud for teams wasn’t surprising given previous positive experiences with Adobe. “Adobe software is woven into the fabric of our company,” Fellner says. “Adobe Creative Cloud for teams gives us the assurance that all our departments can collaborate easily using the latest versions of Adobe software and take advantage of the newest features to experiment creatively.”
Multiple departments within the company use Adobe creative software to accomplish their daily tasks. For example, OE+W needs the latest version of Adobe Photoshop CC to support 64-bit performance enhancements that enable teams to better manage large files, from 500MB to 6GB. For the firm’s retouching professionals who work with many layers to create new photos the results are noteworthy; OE+W clients appreciate the photos that present their products in the best light.
Other groups at OE+W rely regularly on Adobe InDesign CC to design brochures and catalogs for clients. The high-resolution materials can be converted quickly to PDF for streamlined delivery. At the same time, Adobe Illustrator CC is used by creative teams to create icons and symbols that precisely convey the nuances of each client’s brand.
OE+W has adopted Adobe Edge Reflow CC to mock-up initial screens of websites for client review and have started experimenting with Adobe Edge Animate CC. The company has also begun creating short films for websites and is exploring the possibility of integrating video into interactive brochures for clients. “With Adobe Creative Cloud for teams, we’re finding new uses for Adobe software,” says Fellner. “Access to more software is encouraging us to explore options for expanding services, with teams looking closely at tools such as Adobe After Effects CC and Adobe Premiere Pro CC for video production.”
Additionally, the company has started using Adobe Digital Publishing Suite, Enterprise Edition to transform traditional layouts into interactive media, that include video and other elements, for greater reach and impact.
“Adobe Creative Cloud for teams gives us the ability to grow creatively across departments and expand our business,” says Thomas Eusterholz, managing director at OE+W. “We benefit from having access to the latest features in software we’ve used for years, as well as having the flexibility to explore applications to take our business in new directions.”
Read the Oestreicher+Wagner case study.
When the Creative Cloud Learn team decided to create in-app tutorial content for Creative Cloud members (a highly visual audience with equally high expectations), it knew that the accompanying imagery would have to be as compelling as the instruction.
The team turned toward its long-standing relationships with the designers, illustrators and artists who use Creative Cloud and asked a group of them to illustratively-interpret a handful of the features in Adobe’s applications—content that would tell the story of what was being taught but that would also stand on its own. They were staggered by the results. This five-part series is a close-up look at the artists and their approach to crafting this conceptual art:
First up is Tad Carpenter, a Kansas City, Missouri-based illustrator and designer who runs design and branding studio Tad Carpenter Creative.
Tell us a bit about your studio and what you love most about being in a creative profession.
I’ve been working professionally as a designer for ten years and opened the studio five years ago—with a focus on creating brand identities, packaging and illustrative-based design. We bring messages to life through smart, strong and honest work for a wide range of clients. What I love most about what we do: Our work is our play, and our play is our work.
Illustration often involves the conceptual interpretation of a concrete idea (a story, a product, an event); was it any different creating art to define a feature in an application?
No. I actually approached this project very much as an editorial-based job. I was given several feature topics and my job was to interpret them, in literal or abstract ways, in design form. It was a blast. Some of our concepts I think are easier to piece together with the topic and others take some thought…but that’s what made this project so fun.
Do you remember the art direction you received from the Learn team? Was it hands-off? Or hands-on?
Very hands off. They showed great trust in my ideas and overall concepts. They of course had input and ideas but ultimately they allowed me to paint the picture that supported their product.
Were you aware of the Creative Cloud Learn content before starting this project?
I’m embarrassed to say I wasn’t. But since working on it I’ve watched and read a lot of content in the Learn section. Adobe’s tools are so deep and keeping up with upgrades and additions can be difficult but Adobe’s made it easier than ever to learn new tricks and pick-up on things you’ve never used before.
Of the illustrations you created, which is your favorite? Why?
That’s a hard choice but I have to say the image for Master Pages in Adobe Muse. When I think about developing interactive content and how best to illustrate that, it starts to hurt my head: Designing a website entails creating an entirely new experience for someone, with the involvement of a lot of moving parts, structures, and collaborators all working toward one common goal. Looking at it that way, Adobe Muse starts to sound a little like a musical conductor… leading a group that’s working together to create one beautiful experience, but not just musicians create this experience… shapes, colors, abstract thought, ideas, are what it takes to build and make an interactive experience. It’s what designers and developers do everyday.
Of the topics you created illustrations for, which was the most problematic? How did you solve it?
For sure the Hyperlinks in Adobe Muse was the most difficult. My approach was to show a whimsical vehicle that takes people where they need to go. It’s a very literal approach to what a link actually does but the vehicle has lots of wires and buttons and a space-age look—as if it were traveling through tubes and wires inside a device.
Where does your creative process begin? On paper? Or screen?
Every single project I work on starts out with pencil and paper. I start by creating a bunch of thumbnails. I move quickly with a bunch of scenarios for the illustration. I don’t worry about accuracy, or anything else for that matter, and focus purely on concept and idea generation. I then pick out a couple I think are the most successful and refine them as sketches.
Technically speaking I scan in my final pencil sketch and use that as a guide by placing it on a layer and using it as a guide to start creating my final piece. I include a lot of hand-painting textures, lines and splatters but make those separately based on the project and bring them into Illustrator CC.
In one word describe how you feel when staring at that blank canvas.
Do you feel like your art could change how people perceive the features in Creative Cloud and/or aid their interpretation of how to use them?
Ultimately what I hope is people see my interpretation of each CC feature and it inspires them to dig deeper into the content—either because they responded to my piece, hated my piece, or were just interested in the content. Regardless I hope my illustration intrigues users enough to keep learning about the features in Creative Cloud.
Did the Learn content entice you to try applications you’d never used before?
Absolutely. After watching and reading content in the Learn section I immediately began exploring and playing with applications I’d used before and others for the first time.
Spoiler Alert: Like reading the last page of a book, hearing how a movie ends, or learning the answer to a hard-to-solve puzzle… Tad was gracious enough to offer insight into the concepts behind his art:
New Document in Illustrator CC: I landed where I did because I like the concept that what we create takes over our worlds. I know when I start a new project it’s all I can think about. All the sketches, paint textures, and notes from meetings literally cover my desk. When we create a new file in Illustrator CC it takes over our world, seeping out of us and into the software. We are what we make.
Auto-trace and Resolution in Illustrator CC: When I was given this topic I immediately liked the idea of emphasizing the heightened resolution Illustrator CC now offers in auto-tracing. I very rarely use auto-trace but I do understand its purpose and how important resolution is to the people who use it. I wanted to show this in a simple manner. Showing how everything else might have looked one way but when using what Adobe now offers it can look so much better and different.
Arrowheads in Illustrator CC: Arrowheads are often forgotten in the large amount of tools Illustrator CC offers. Simple in nature they’re often used as accents. But arrowheads, and simple, strong, support shapes like them, can really bring creations to life. When I first started pencil sketching ideas, I really liked the idea of creating an image made entirely of arrowheads—not as a support players but as the stars. I love the mid-century feel a lot of the arrowhead shapes naturally have and wanted to play this idea up more in my color choices and overall layout. I drew some of the arrowheads but many of them are provided in Illustrator CC.
As users update their Adobe Creative Cloud apps with the 2014 release they’ll be greeted with more than just new features… the splash screens for their favorite apps are also new and feature inspiring artwork from some talented designers. For anyone who hasn’t updated yet (or even for those who have) here’s a preview of a few of the new screens, along with the the inside scoop from the artists who created them:
Kylli Sparre—Adobe Photoshop CC
A self-taught designer, Kylli Sparre was attracted to Adobe Photoshop because of the endless options it gave her. According to Sparre, who describes her style as dreamlike, symbolic, and sometimes surreal, the limitlessness of image-making helped to open up her creativity. The image featured on the Adobe Photoshop CC splash screen is one of Sparre’s personal projects. She knew she wanted to combine the photo of the woman with the location shot, but none of the things she tried worked until she noticed an interesting connection between the two images. After adjusting the angle she was able to emphasize the connection with extraordinary results.
Geso/Pablo IA—Adobe After Effects CC
With a style that straddles art and design, Pablo Iglesias enjoys exploring all kinds of visual disciplines, most recently focusing on more live and video art that combines a range of creative disciplines. For the Adobe After Effects CC splash screen, he first created some graphic elements in Photoshop—a kind of digital illustration recreating a transparent prism with iridescent colors. Next, he generated some video loops with the image in Adobe Premiere Pro CC, using different movements and mirror effects. He then played the loops in a program he uses for live video performance, applied effects such as zoom, RGB delays, and 3D deformations, and captured it all with Syphon. The last step was to make the final edit and composition in Adobe Premiere Pro. The After Effects CC splash screen is one of the frames he captured from the final video.
Črtomir Just—Adobe Muse CC
The design for the Adobe Muse CC splash screen was the result of an experiment. Artist Črtomir Just typically begins all projects by sketching, but moves quickly into the digital realm, working with Adobe Illustrator, Photoshop, and InDesign CC. For this project, he was trying out some new things on his own time, working with abstract 3D shapes that started to remind him of real-world animals. He developed the idea into a series of abstract yet realistic forms.
Nick Taylor—Adobe Flash Professional CC
Nick Taylor’s generative projects tend to follow a similar pattern. He starts by creating several short snippets of code, and when the code produces an output he likes, he’ll flesh it out into a larger program. He often imports vectors from Illustrator or raster images from Photoshop and manipulates them with code. He’ll tweak parameters to adjust color, scale, and composition, save unique PDF files, and take those he likes back into Illustrator or Photoshop for additional adjustments.
The Adobe Flash Professional CC splash screen is one of a number of images spawned from a single program. The program began as a very basic experiment involving a pair of individually-rotating vectors, with the second vector attached to the end of the first. It was inspired by the motion of a double pendulum. Taylor connected a number of these vector-pairs and introduced mouse tracking, allowing him to “draw” unique compositions onto the canvas. He finished the piece in Photoshop with texture overlays and color correction.
Holger Lippman—Adobe Premiere Pro CC and Adobe Audition CC
German artist Holger Lippman’s likes to incorporate rhythm, repetition, and iteration into his projects and says that his artwork is heavily influenced by electronic music. His work process starts with simple code that grows over weeks, and months, even years. The piece of art that appears on the Adobe Audition CC splash screen was based on the simple Peter De Jong map equations: x’ = sin(a * y) – cos(b * x) and y’ = sin(c * x) – cos(d * y)
The artwork chosen for the Adobe Premiere Pro CC splash screen was created using Adobe Flash Professional and programming. Lippman used an iteration algorithm consisting of a three-sided pseudo cube within an X Y matrix. The algorithm is divided down by two on six to eight layers, with randomness in number, size, color, and on/off state. Each repetition of the process results in one iteration, which is used as the starting point for the next iteration. He also coded a slight force to cluster the cubes to create little cloud gatherings.
Patrick Seymour—Adobe Illustrator CC
When Patrick Seymour was four-years-old, his mother predicted that he would be an illustrator. Today, with a degree in graphic design, he primarily works on personal projects and likes drawing the same thing many times using different styles. He typically begins with a picture or hand drawing and traces his lines over it. The illustration selected for the Adobe Illustrator CC splash screen was created using this line style. Seymour drew five or six gorillas and three or four lions. The illustration Adobe selected came from experimenting with different colors rather than using his typical black and white style.
The Creative Cloud Splash Screen collection on Behance.
Part tutorial. Part infographic. And part animated GIF. Animagraffs. It’s the name Jacob O’Neal assigned to the animated infographics he began working on in 2012. When he told us that he used Creative Cloud, we wanted to know more so we caught up with him to ask about his concept, his tools, and his process.
Jacob talked to us about his toughest critics, making (some) decisions based on art rather than function, how creativity is fueled by excitement and wonder, and, of course, the beauty of Creative Cloud.
You’re a designer, so designing information probably comes naturally to you, but where did this idea originate? Was it an offshoot of another project? I’ve always been fascinated by animation. I used to draw entire flip-book scenes in the margins of old paperbacks or on sticky note pads. I’ve also always loved optical illusions and visual tricks that appear simple yet manage to boggle the mind.
A couple of years ago I began to see entire movie clips, in animated GIF format, being shared all over the web. While I had seen very simple usage of animated infographics in the wild, I hadn’t seen anything on the scale of Animagraffs.
It seemed like a fitting challenge: Could I make a meaningful infographic within a limited image format as the endlessly looping animated GIF? I had a lull in projects for month or so when I decided to make the first Animagraff. As a freelancer I try to keep a nice savings cushion since things can fluctuate, but even so, when there’s a lull I get antsy. There was a strong temptation to seek out the same old easily-procured but passionless work that “pays the bills.” But creativity is fueled by excitement and wonder and mechanically “paying the bills” is neither of those. I remember distinctly the moment I chose to act based on courage and create a passion project, not knowing what the result would be, or if I’d ever see money from it.
Quite frankly, I have no idea why I was an “early adopter” of the animated GIF infographic; the technology’s been there all along, and there are many, many brilliant designers out there who could pull it off. Stroke of good luck maybe?
What was your first topic? How has your process evolved since that first piece? The first animated graphic I did was Cheetah: Nature’s Speed Machine I just wanted to test out the limits of what could be done, and I was still a little intimidated by learning 3D software, so I made a flat graphic (non 3D). I sketched the main cheetah illustration in Illustrator and the animated graphs and lines in Flash. My process is still very similar, but now I have a better idea of what kind of illustrations fit the GIF format best. Some things just look gimmicky in an endlessly looping image and other elements really shine.
Who was your first Animagraff client? The first glimmer of a “result” I saw was an offer to work on a Super Bowl commercial project for Skechers. Their agency saw my Cheetah graphic and called me directly, offering a tidy sum to work on a project I would never have dreamed about before. Getting the motivation to make Animagraffs became a lot easier after that!
GIFs are for fun. Infographics are (mostly) for dispelling information. Beyond being cool viewing, Animagraffs have to strike that fine balance between entertainment and information. How much time do you spend getting that balance right? With my Animagraffs, the education IS the entertainment. That’s the whole point. I “came up” in the marketing world where the cart is perpetually before the horse—where everyone fearfully worries about “the results” and focuses all energy on hype instead of caring for the heart and soul of the project itself (hypnotizing entertainment without substance).
I decided to do everything the opposite of what I experienced working for marketing agencies. The product should “sell” itself through its quality. All I have to do is focus inward, and the outward results follow. Not the other way around. Animagraffs entertain to the exact degree of sincerity, hard work, and the quality of research I put into them. There’s no room for any kind of trickery, hype or fine print.
Infographics are compressed information distilled into easy-to-read bits. How many “pages” of content does each Animagraff contain? I go until the subject has been covered. I try to avoid disputable elements that might be distracting while still going deep enough to educate. The time involved varies but in general Animagraffs take anywhere from 20- to 80-hours of solid research, writing and design.
At what point do design decisions (type, color, layout) factor in? Animagraffs, especially my 3D projects, have a propensity to be manual-like. It’s actually difficult at times to make things original and fresh while maintaining a comfortably readable graphic. I’m an artist at heart, not an engineer, so I try to stay abreast of current design trends, and I make some decisions based more on art than function (though that line is hair thin). Decisions support the subject matter as far as possible. For the How A Car Engine Works graphic, for example, I used a typeface for the main titles that has strong automotive ties.
With animated infographics, you’re basically designing in layers. How does that make you job easier or harder? One-second decisions at the beginning of a project become two-day fixes at the end. The more intricate the assembly, the more critical it is to get things as right as possible from the start. By the time an Animagraff is compressed into its final GIF form, it’s traveled through two or three different software applications. At that point, fixing a misplaced apostrophe could take ten minutes as opposed to a mere keystroke while the script was in a text editor. I suppose it makes the job harder to have to design things in layers, but then, the difficulty of producing Animgraffs means I’ll have a little less competition in the field—I can’t complain about that.
Do you have a “test audience”? A person or people who try to learn something from your content? I’m passionate about my interests and hobbies and I assume others are as well. It’s unfortunate when an entity misrepresents something you know and care about. Since the public at large is unaware of inaccuracies on most subjects, it’s tempting to disregard small groups of highly devoted fans. But there’s incredible power in gaining the loyalty of those who won’t be fooled, who don’t click on every trifling bit of online clickbait, who seek out the highest quality information. When they share your work it’s often to their esteemed colleagues, and then you find yourself getting the kind of front-row attention money can’t buy. My Car Engine graphic was featured as a blog post on the New York Times Autoblog and Jalopnik.
So, my test audience is the toughest of critics—when researching a graphic I tend to post it to forums or other specific places where the most educated disciples of any given subject are prone to congregate.
How a Handgun Works: 1911 .45 is a good example: I’ve been continually flattered by the many messages of thanks from gun enthusiasts, law enforcement personnel, gun instructors, and other professionals. These people are far more conversant with guns than I, and they’re actually using this graphic as an educational asset. However, I’ve also received harsh feedback about its inaccuracies. I have to take it all in stride because, even though I consider it my duty to try, there would be no end in attempting to satisfy the core disciples.
You mentioned that you use Creative Cloud apps almost start to finish. Briefly walk us through your process. I begin in a simple text editor, pasting research from all over the Internet with links to sources. With that file open, I create a new document by its side to write the script. The script condenses all the fragmented information into a compelling story in which every sentence is as efficient as possible with no wasted words.
If the project uses a 3D model, I begin modeling at this point, with research imagery and text all prepared. I use Blender 3D (which I’ve really enjoyed learning) to craft my own models; I’ve been temped at times to download ready-made assets, but that would hobble progress the day I want to do a subject for which I can’t find suitable models. Also, for education it’s best to have simple models without all the indents, holes and pipes, of actual mechanical objects. So I craft everything from scratch myself.
With the script written and 3D model created (if needed), I begin laying out blocks of text in Illustrator CC. This is generally when I start to see what visuals I need and what will fit where. It’s a giant puzzle board. You might think I start with grandiose sketches of intricate objects but it’s really with blocks of content scattered around the page that I start to see where the big visuals will go.
I use Flash (since that’s the animation timeline software I know best) to assemble the animated assets over the top of the Illustrator CC-made layout (After Effects CC and Photoshop CC both have timeline elements that I imagine could be used for this, but I haven’t experimented with either). If it’s vector illustration I might draw the frames directly in Flash Professional CC (the Cheetah frames were drawn in Illustrator CC since there are better brush and line quality options).
I export the finished project from Flash CC into Photoshop CC (which has the best compression ability when it comes to the animated GIF format). In Photoshop CC I try to get the file as small as possible, often limiting colors to do so. The cheetah graphic has dimensions of 1400 x 1890 with 18 total frames and rings in at a nimble 500KB. That’s much smaller than many static graphics of the same pixel dimensions; I purposely kept the project to a two-color scheme; as I progress with these projects, I’m getting more adventurous with more colors and weightier file sizes.
You mentioned After Effects. Do you see yourself trying it out down the road? I haven’t actually tried After Effects with these animated infographics so I have no idea what to expect. Also, it looks like Flash is starting to incorporate some HTML5 stuff so I’ll probably stay in Flash since it’s more web-centric and that’s my playing field.
Since you use a range of CC products to make Animagraffs, we have to ask, how are you liking Creative Cloud? I’m loving it—synced settings, seamless upgrades—it’s the kind of functionality I’ve always wanted!
What’s your next topic? I JUST finished Inside a Jet Engine. I hope it’s as well-received as my other projects have been.
We’ve been hard at work the last two years to address four key areas of the Creative Cloud you told us to focus on: performance boosts, workflow efficiencies, support for new hardware and standards, and of course innovative features, which we call the Adobe “magic.” If you’ve been hanging on to your old CS disks, waiting for the right time to join the Creative Cloud community, that moment is here. The latest version—available today—is packed with new, truly inventive features that will make it easier to do your work from anywhere, help you do it faster, and let you bring all of those great creative ideas in your imagination, to life.
Read on for the highlights list of what’s new in Creative Cloud, and click through to the product blogs and videos to get a deep dive directly from the teams.
Major updates across our desktop apps
- Photoshop CC now has Blur Gallery motion effects for creating a sense of motion, and the recently introduced Perspective Warp for fluidly adjusting the perspective of a specific part of an image without affecting the surrounding area. Focus Mask (did you see the sneak?) makes portrait shots with shallow depth of field stand out, and new Content-Aware capabilities make one of the most popular features even better. We’ve also added more camera support to Lightroom (version 5.5) as well as a new Lightroom mobile app for iPhone. The Photoshop and Lightroom blogs have the full scoop.
- The Adobe Illustrator blog has the rundown on what’s new in Illustrator CC, such as Live Shapes to quickly and non-destructively transform rectangles into complex forms and then return to the original rectangle with just a few clicks.
- With InDesign CC layout artists can now move rows and columns around in tables by simply selecting, dragging and dropping, which will be a big time saver. The new EPUB Fixed Layout means you can create digital books effortlessly.
- The team is rebuilding Adobe Muse CC as a native 64-bit application and it now includes HiDPI display support for sharper-looking images, objects, and text.
- Originally previewed at the NAB show in April, new features in our video apps include Live Text Templates, Masking and Tracking plus new integrations that leverage the power of Adobe After Effects CC inside Adobe Premiere Pro CC. It’s better, faster, stronger. Read more on our Pro Video blog.
- Dreamweaver CC lets you see your work come to life. You can now view your markup in an interactive tree using the new Element Quick View, to quickly navigate, and modify the HTML structure of pages. The Dreamweaver CC blog has all the details.
And there’s so much more so check out all of the new features over on Adobe.com.
Creative Cloud connected mobile apps and new hardware—because our world is mobile.
An entirely new family of connected mobile apps and the hardware (yes, Adobe is releasing hardware) could be the things we all look back on in two years and say, “OK that really changed how I do my work.” These are incredibly powerful apps that start to bring the functionality you get from desktop apps, to mobile. Pros will want to use them, but they’re easy enough that anyone can use them. Get these apps now—they are all free:
- Adobe Sketch, a social sketching iPad app for free-form drawing.
- Adobe Line, the world’s first iPad app for precision drawing and drafting.
- Adobe Photoshop Mix brings the powerful creative imaging tools only found in Photoshop right to the iPad, for the first time. The focus of this release is to be task oriented, so we started with the two most-used features: precise compositing and masking. PS Mix also includes Upright, Content Aware Fill and Camera Shake Reduction—and integrates back to Photoshop CC on the desktop.
- Adobe Lightroom mobile for iPhone, extending Lightroom right to your iPhone.
The Creative Cloud connected mobile apps complement and enhance the new creative hardware that’s also available now. Adobe Ink (formerly Project Mighty) is a new digital pen that connects to the Creative Cloud, giving users access to their creative assets—drawings, photos, colors and more—all at the tip of the pen. And Adobe Slide (formerly Project Napoleon) is a new digital ruler to create precise sketches and lines. As we talked about previously, these new pieces of hardware “make digital creativity both more accessible and more natural by combining the accuracy, expressiveness and immediacy of pen and paper with all the advantages of our digital products and the Creative Cloud.” Adobe Ink and Slide demonstrate how mobile is now a true partner in the creative workflow.
Creative Cloud services tie it all together so you can work wherever you are.
We all work on multiple devices. We move between desktop or laptop to phone and tablet. Now Creative Cloud is connected to iOS devices, so you can take it wherever you go; your creative identity isn’t just tied to your desk. All of the latest desktop apps, mobile apps and creative hardware are tightly integrated through Creative Cloud services. Simply put, you can now access and manage everything that makes up your creative profile—files, photos, colors, community and so much more—from wherever you are. Get the new Creative Cloud app for iPhone and iPad for full access on your mobile devices.
New offers for photographers, enterprises and education
- For all photographers—hobbyist, prosumer and professional—we’re introducing a new Creative Cloud Photography plan at just $9.99 per month.
- For our Education customers, we now have a device-based licensing plan for classrooms and labs so more than one person can access Creative Cloud on a single machine. The special student/teacher edition pricing also got a little sweeter, as the full Creative Cloud is now available to them at just $19.99/month for the first year.
- For our Enterprise customers, we’ve added file storage and collaboration to Creative Cloud, along with expanded options for deployment (named user vs. anonymous) and a new dashboard for managing users and entitlements.
There is so much that’s new in the 2014 release of Creative Cloud that you have to take a few minutes to click around, read about the new apps, and watch videos of the new features. Are you a paid member? All of it is available now for you. Have you been considering the move to Creative Cloud? The new versions of the desktop apps you use most have added hundreds of new features since CS6. There really is no better time to join the community.
In one week, HOW Design Live—the largest annual gathering of creative professionals anywhere—kicks off. And again, Adobe’s part of it.
The five-day conference provides us a great opportunity to connect with the designers who include our products in their professional toolsets. And this year, now that Creative Cloud has been available for two years, we want to hear what’s working for everyone and what we need to do to exceed everyone’s expectations.
Hang out at our booth
Not only will we give you a T-shirt that professes your profound love of design (opening night Tuesday May 13 8:00pm – 10:00pm) but just for visiting, and letting us scan your badge, you’ll be entered to win a one-year Creative Cloud membership.
There will also be some hands-on fun with the latest in digital drawing technology: Learn how our mobile tools make it easier to incorporate sketching as part of the concept process, enable the capture of ideas and inspiration whenever and wherever they strike, and then make it easy to bring them into your designs.
Want a deeper understanding of the features that have been released to Creative Cloud applications in the past year? We’ll have in-booth theater demos that focus on the new features in Adobe Photoshop CC, Illustrator CC, InDesign CC and Muse CC. And since we also want to hear what you have to say, and to answer all your questions, there will be Ask an Expert stations for print and digital publishing, and web design, along with dedicated stations for learning what’s new in the world of print and web fonts, available from Typekit, and designing for 3D printing with Photoshop CC. And, for fun… Every Creative Cloud question you ask enters you in a drawing (two each day) for a three-month Creative Cloud membership.
Finally, Lucas Doerre, an emerging designer from Germany, will deconstruct Singularity his 3D illustration for the Shutterstock’s Designer Passport series. Hear about his inspiration, Photoshop CC techniques, and get a signed poster of his unique project.
Attend some sessions
We’ve asked Terry White and Brian Wood to come along to teach people about Creative Cloud, how to create websites without writing code, and how to turn Photoshop CC mockups into responsive web design. Get re-inspired, and pick up some new ideas:
Wednesday 7:30–8:30am Responsive website design made easy. With Brian Wood. Improve communication with your developer and take advantage of the latest web trends. Learn how to turn Photoshop mockups into responsive layouts using simple tips and techniques for Adobe Photoshop CC and Adobe Edge CC Tools and Services.
Wednesday 12:45–1:45pm Adobe Creative Cloud Time-saving Tips. With Terry White. Save hours of design time with tips for Adobe Photoshop CC, Illustrator CC, and InDesign CC.
Two more things…
Future Media Concepts (FMC) will be leading Adobe HOW2 Trainings throughout HOW Design Live. Check the schedule.
Pixels of Fury. It wouldn’t be a design conference without Shutterstock’s real-time on-the-fly design showdown (with Creative Cloud applications). Be there on Wednesday after sessions end.
We’ve got a lot going on. So register. Come be a part of the conference for creative professionals: Five days of design; one extraordinary experience. #AdobeHOW
When Pawel Nolbert started sketching and drawing as a schoolboy in Wieruszow, Poland, his parents encouraged his creative passion by buying him a computer. Although he admits using it for video games at first, a friend soon introduced him to Adobe Photoshop. That was the spark that launched Nolbert toward becoming an internationally recognized designer and art director whose marquee clients include Nike, Sony, and Mercedes-Benz. Recently featured as one of Adobe’s New Creatives, we took the time to learn a bit more about his background and approach to design.
Adobe: What was your introduction to graphic design?
Nolbert: In the beginning, I was really interested in customizing operating systems, creating wallpapers, “skins,” and different looks—like the ways you can customize desktops in Windows. Then, around 2001, a friend showed me Photoshop; I didn’t really know it existed before then. I was playing with other software at the time, but when I saw the possibilities of Photoshop, I quickly forgot about the other software.
I mostly worked on personal, non-commercial projects and artwork. Clients started to approach me after I started publishing my work online on deviantART in 2002. My old artwork is still there, but I publish my new projects on Behance and my own website, Nolbert.com.
Adobe: How did your career evolve from that point?
Nolbert: When I started publishing online, I got small assignments to create stickers, flyers, and so on. It quickly started growing into something bigger. I even began getting offers from agencies, but preferred to stay as a freelancer.
My style has evolved quite significantly, from an illustrative style to a mixed media style. I didn’t want to be limited by doing one strict style or type of work, or confining myself to any technique or medium. I wanted to be quite universal in that regard. So, I quickly expanded from classic illustration to incorporate more digital elements, very often including 3D graphics.
Adobe Photoshop CC is still the main tool I use every day to create. After that, I use Adobe Illustrator CC for simple vector graphics. When I was working on a lot of websites—from about 2005 to 2010—I also used Adobe Flash Professional for animation and even did some of coding, but I’m not doing as much of that anymore.
Adobe: What types of commercial projects are you doing?
Nolbert: From the beginning, most of my work has been with advertising clients, mainly print and outdoor campaigns. Secondarily, I work on online projects. A lot of the campaigns extend to different media, so I have to blend different styles: I may paint some assets by hand and convert them to digital; or I may create 3D graphics or use scans or assets from different media to create the effects I want to achieve. Mostly, the end output comes from Photoshop.
Adobe: How exactly do you use Photoshop CC?
Nolbert: A good example is my self-portrait for Adobe’s I Am the New Creative site. It’s a mixture of photography and digital illustration. I used a photographic portrait and manipulated it to get the right proportions of head and face. Then I photographed my hands. Those were the base assets. From that point, I started to use Photoshop vector tools. I use them to maintain scalability and keep everything in control in terms of distortion.
For some reason, I prefer the simplified vectors in Photoshop to those in Illustrator. It doesn’t matter if I work on a web project or a print illustration; I often use vector tools to create different objects in my artwork. When I draw those vector compositions, I use all the textures to apply to vector elements. Then I add shading and different adjustment layers on top of that to create striking colors and compositions. That’s basically the process that I am using to create all my artwork.
Adobe: Are you using any of the latest features in Photoshop CC?
Nolbert: I purchased Photoshop CC a few months back and one of new features that I really like is the Camera Raw filter that’s built into it. It was actually the feature that convinced me to switch from Adobe Creative Suite 6 to Creative Cloud, besides the cloud, of course, which is very convenient. What I love about Camera Raw is being able to master colors or do a basic retouch on photographs nondestructively.
Photoshop CC has a lot of features, small and big, that are really helpful. For example, the Crop tool now has a check button that lets you delete or keep the crop pixels. It’s important to have a good crop tool that lets you control your composition in simple photography and complex illustrations, and this one is much more convenient than in previous releases.
I love the new brushes; I use brushes a lot to achieve the right shading and the right finish for my compositions. The selection of brushes has been expanded in Photoshop CC and they have some new settings that let you control more of the brush parameters, which is especially versatile when using a graphics tablet.
I’m also really impressed with the optimization of the Liquify filter in Photoshop CC, too. It’s much faster and better. I use it a lot to apply distortions to photography or bitmap illustrations. When I work in a very high resolution, I like to use a huge brush size for the Liquify tool, but in CS5 and CS6 the brush size was limited. In Photoshop CC, the brush size has been increased greatly, and that is better for me when working with high-resolution imagery.
Sometimes I combine the Liquify and Warp tools. I use the Warp tool to do simple distortions, and in Photoshop CC it’s been improved in several ways. It produces smoother results than previous releases and you can now set interpolation algorithms like bicubic or bilinear for the Warp or Transform tools. That’s a really great feature—to control the output of tools in a more efficient way, especially for pixel-perfectionists.
Adobe: How else are you using, or would you like to use, Creative Cloud?
Nolbert: I really like that you can export settings with Creative Cloud applications, especially when you work across different computers. For example, I have a favorite set of brushes in Photoshop and it’s really helpful to be able to export those in a convenient way and use them on another computer.
I would also like to use Adobe Photoshop Lightroom to do more personal photography, like when I travel. I really got into photography through Instagram, mostly as a hobby. I think Lightroom can help me improve my photography by letting me manage and edit photos in the same interface. And I like the nondestructive editing capabilities.
I’ve also always wanted to use Adobe InDesign CC to work more on printed output media. I tried it a few years ago and liked it and now that it’s available in Creative Cloud I want to explore it more. I’m also excited about doing more with Adobe After Effects CC; I worked in After Effects on small projects years ago and I miss using it. Sometimes clients want to create animations, so I would love to explore applying After Effects to my projects on a bigger scale.
“Pictures in books, planetarium models, even telescopes are pretty misleading when it comes to judging just how big the universe is. Are we doing ourselves a disservice by ignoring all the emptiness? I thought I would see if a computer screen could help make a map of a solar system that’s a bit more accurate.” —Josh Worth
Last week, we stumbled across “If the Moon Were Only 1 Pixel: A tediously accurate scale model of the Solar System.” Also known as Josh Worth’s explanation of the universe, it was a project inspired by his five-year-old daughter. When he mentioned that he’d used Creative Cloud to design and build it, we jumped at the chance to hear more:
So, Josh, it’s the Solar System… How did you decide where to start? The sun, of course! Even though the moon was the main point of reference for the scale, the big bright thing in the middle seemed to be the best place to start. Solar system maps often seem to show the Sun at the left so I wanted to build off a conceptual model that most people are familiar with.
And, when you were designing it, did you imagine an audience, in addition to your daughter? My daughter actually turned out to be more the inspiration, rather than the intended audience. I wanted it to be for curious people in general—more casual and approachable than something you might encounter at a science center.
Which Creative Cloud apps did you use? And which features proved most useful? I used Dreamweaver and Illustrator and a little bit of Photoshop.
I based the initial calculation of the size of the map on a moon diameter of 1 pixel, which came out to a width of about 1.7 million pixels. I wasn’t even sure a browser could handle content that wide so I started by defining a single div using Dreamweaver and it seemed to work. I also tried it as a single .gif in Photoshop—which would have technically worked, since the black space compresses down to a relatively small file size—but that would’ve made it a little more difficult to make quick edits to the text. And it seemed like cheating.
I used Illustrator CC for the typography that appears at the beginning. I wanted it to scale, and look crisp in the browser so I exported it as a .svg. I had to experiment with various settings in the SVG dialog and try it in various browsers before I eventually settled on a purely outlined version with no embedded fonts, since variations in font rendering kept messing with my character alignments. I doubt anyone would’ve noticed, but I’m careful about such things (and a bit fearful that typophiles will laugh at me).
Once the vector graphics were created, the rest of the work was done in Dreamweaver CC. The CSS Designer tool came in very handy when I couldn’t remember how to define a particular attribute. Code-hinting and instant syntax checking were also invaluable for someone like me who often puts brackets and semicolons in the wrong places. What really surprised me was that I could compose the copy right in Dreamweaver. Usually I need some kind of stripped-down text editor for writing, but toggling between code view and live view allowed me to see the sentences floating on a single line out there in space. It allowed me to get into a nice zone where I could contemplate the subject matter.
Tell us about some of your design decisions: We like that you chose a less, well, “scholarly” approach for your copy; why did you choose that style? For starters, I’m in no way an expert on astronomy, so I wanted to avoid any pretext of authority. Scientists are in the business of standardization and objectivity, which is great when you’re communicating straight data but I was more concerned with the emotional impact of all the emptiness in space, which seemed to call for a more personal interpretation of the data. I thought people might better relate if the information was coming from just another puny human contemplating his place in the universe. Plus, the copy is more or less my usual writing style; I enjoy making light of heavy ideas and finding hidden depth in frivolous subjects.
How did you decide where to put the comments? The positive and negative space of the Solar System has an inherent emotional quality that I thought would be fun to try and match: I started off light where the territory is more familiar then used the bigger expanses of space for more expansive ideas; the thoughts got deeper as the distance became greater.
How did you decide on the color of space and the planets? I just went with the most obvious color associations, or at least the color that I felt was most indicative of each planet—Mars is red-orange, Neptune is blue-green and, of course, space is #000000.
Tell us about the design of the planet icons. I figured there needed to be some kind of shortcut in case the scrolling became unbearable. The astrological symbols seemed like a subtle way to incorporate that, since text links would have been too inviting. I found examples, through Wikipedia and a Google image search, to use as reference, then re-drew them in Illustrator to give them a uniform stroke width. I’m happy that the functionality is also decorative.
Why the distance counter? With just ruler ticks, movement (through space) wasn’t obvious enough and it got boring. I added the distance counter to help convey a sense of progress and motion; to make it work, I got some help from Kyle Murray (Krilnon), a member of the scripting forum on Kirupa.com. I eventually hope to make a mechanism that enables people to switch between different units of measurement
What’s been the response? Are people finding it useful? Will there be a v2.0? And, most importantly, how did your daughter respond to it? I just think the coolest thing about being alive today is that so many people are in the business of designing and sharing mind-blowing ideas and work. I was just happy I could find a way to be a part of that. According to Google Analytics, I’ve had over one million visits since Colin Devroe of Spacebits.co first posted a link on Hacker News on March 4.
I’ve gotten tons of thoughtful feedback from Twitter users and website visitors. Astronomers, physicists, UX developers, and general users have chimed in with some great suggestions. A number of science teachers showed it to their students, a lot of parents said they liked sharing it with their kids, and a museum in the Netherlands has asked to use it in an exhibit (a number of lovely people have volunteered to translate the text). Multi-language support will be the main feature of the next version, along with a few other ideas that people suggested.
As for my daughter… She seemed to get it, though she got pretty antsy between Jupiter and Saturn. I think kids are actually better than adults at handling big ideas. For them, it’s all imagination anyway, and their brains are still elastic, so it’s fun to see just how far they can stretch them.
What’s your favorite bit of it? Prior to building the site I hadn’t spent much time thinking about the emptiness inside of atoms in the midst of the Solar System.
And, because we always want to know… How do you like working in Creative Cloud? I love Creative Cloud! I move between a Mac Pro desktop system and a MacBook Pro laptop at least once a day, so it’s great to know I have access to the latest versions of so many great apps wherever I go. The paradigm shift from individually licensed applications to a single, cloud-based, all-access account completely renovated the way I think about my workflow. Web designers can no longer get away with just doing static mockups in Photoshop and handing them off to coders, so I really like how Adobe keeps creating tools to help designers bridge that knowledge gap.
We see it everyday. Heck, we showcase it daily on our Facebook and Twitter pages. But looking at it just never gets old. The Adobe Ideas team is continually amazed and inspired by the illustrators and artists who use our app.
When we recently added support for two of the top styluses in the market (Pogo’s Connect and Wacom’s Intuos Creative Stylus), Adobe Ideas users were thrilled. The pressure sensitivity of the styluses added increased precision that changed the drawing experience.
It’s why, today, we’re so excited to announce support for Adonit’s Jot Touch 4 and Jot Script styluses: Two new choices for Adobe Ideas users. The Jot Touch 4 provides great pressure sensitivity for artists who demand accuracy and control. For users who want to see their lines clearly, as they’re drawing, the thin-tip Pixelpoint™ technology of the Jot Script provides accuracy that mimics traditional drawing with pen and paper.
The Jot Touch 4 retails for $89.99 and the Jot Script for $74.99; they can be purchased in Adonit’s web store.
Adobe Ideas is still the only vector drawing application with Illustrator compatibility. Couple it with a Creative Cloud membership to sync Ideas artwork to the Cloud and open and refine it in Illustrator CC.
Update Adobe Ideas today in the iTunes App Store (while you’re there, take a minute to review it). Don’t have it yet? What are you waiting for? It’s free!
To coincide with the launch of the new Creative Cloud apps, we paid tribute to the late, great Charles Eames by hosting our own Eames’ Chair Remix contest. The task: take the iconic Eames chair and using Adobe products (Illustrator and Photoshop) personalize a digital version and share it with us and the Behance community.
Among the impressive and creative entries we received (check them all out below), we’re excited to announce that ANDESIGN is our grand prize winner and will be receiving an Eames Molded Plastic Dowel-Leg Armchair, one year membership to Creative Cloud and an Eames poster for his impressive “Eames Nest” design.
Also, did you know that we put six top designers to the test as well? See what impressive designs they came up with.
All Eames’ Chair Remix Entries: