Here’s all 22 covers of tech. magazine since the launch in late November 2012.

You can see we’re still experimenting, and trying a few things out. Instant product news seems to work well with readers, and anything iPad-related.

Also, lately, we’ve kept things really simple, one image, clean background, one main line and a strap, with two or three supporting hits.

Some of the earlier more innovative concept cover ideas will return as an event, I am sure. If you haven’t seen the ‘You’ve Been Hacked’ cover yet, feel free to purchase and download from the tech. app on the App Store.

Download it to your iPad, here: https://itunes.apple.com/us/app/tech./id564758142?mt=8

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Audi R8 interactive ad by ALMAP BBDO.

This is a fantastic example of an ad agency thinking ahead of the curve.

Love the idea, innovation, and simplicity – and the ‘fun’ element too. Using the iPad’s ‘screen shot’ controls, the user is asked to ‘snap’ the car as it speeds past. (not easy for some!).

Imagine the dwell time on this! And the amount of re-visits. Plus – the ad ends up in the user’s ‘Photos’ app, several times!

Note this is a landscape ad, so I wonder what happens for the portrait version… some iPad magazines only exist in portrait. I would hope this ad could eventually make it across to the UK…

Audi have been quick, and keen to advertise in iPad magazines from day one, and these global concepts are a result of all that early learning. If only more ad agencies would get involved, then I think we’d be seeing far more ads like this from the major brands. It will happen – but the uptake has been slow.

Digital publishers worldwide need to be ready to accommodate client briefs like this, and work with the more innovative agencies to make this a ‘speedier’ process.

Currently there seems to be a ‘toe-dip’ mentality towards iPad magazine advertising, where clients and their planning agencies book a single flat ad with no uptake, or the opposite happens where they spend an absolute fortune on development over weeks of work, ie: the water’s too hot right now.

But – there is a proven method in play across a few digital publishers – in-house creative teams.

At Future, we’ve been pioneers in creating interactive iPad ads, and worked directly with clients to produce some really fantastic results particularly for T3 iPad Edition (the UK’s best-selling digital magazine) – Renault’s first ever cover-wrap for their electric range, a Go-Pro video cover, and the award-winning advertisement for the Panasonic GF2 camera come to mind.

We’ve also seen LG own Radar, the front section of T3 iPad edition, and Taylor-Made frequently re-booking their advertorial creative into T3′s Techlife section. And there have been countless more… all created in-house for the client.

And we’ve collaborated with some of the UK’s top agencies since T3 launched in October 2010 – and featured some of the world’s top brands.

I’m looking forward to seeing more interactive ads like the R8 one here – and excited about creating them too, so watch this space…

Here are some tips for designing UI Icons and Images – by Apple. Some are pretty obvious, but then Apple do excel at making things easy for the masses.

I disagree with the point about portraying texture and weight to icons. The current trend for simplicity and flat icons is the right way to go.

Apple User Interface Tips.

– Beautiful, compelling icons and images are a fundamental part of the iOS user experience. Far from being merely decorative, the icons and images in your app play an essential role in communicating with users.

For the best results, enlist the help of a graphic designer. An experienced graphic designer can help you develop an overall visual style for your app and apply that style to all the icons and images in it.

Use universal imagery that people will easily recognize. Avoid focusing on a secondary or obscure aspect of an element.

Embrace simplicity. In particular, avoid cramming lots of different images into your icon. Try to use a single object that expresses the essence of your app. Start with a basic shape and add details cautiously. If an icon’s content or shape is overly complex, the details can become confusing and may appear muddy at smaller sizes.

Use color and shadow judiciously to help the icon tell its story. Don’t add color just to make the icon more colorful. Also, smooth gradients typically work better than sharp delineations of color.

In general, avoid using “greek” text or wavy lines to suggest text. If you want to show text in your icon, but you don’t want to draw attention to the words themselves, start with actual text and make it hard to read by shrinking it or doubling the layers.

In general, create an idealized version of the subject rather than using a photo. Although it can be appropriate to use a photo (or a screenshot) in an app icon, it’s often better to augment reality in an artistic way. Creating an enhanced version can help you emphasize the aspects of the subject that you want users to notice.

If your app has a very recognizable UI, consider creating a refined representation of it, instead of using an actual screenshot of your software in the app icon. Creating an enhanced version of the UI is particularly important when users could confuse a large version of the icon with the actual interface of the app.

Avoid using iOS interface elements in your artwork. You don’t want users to confuse your icons or images with the iOS UI.

Don’t use replicas of Apple hardware products in your artwork. The symbols that represent Apple products are copyrighted and cannot be reproduced in your icons or images. In general, it’s a good idea to avoid replicas of any specific devices in your artwork, because these designs change frequently and icons or images that are based on them can look dated.

Don’t reuse iOS app icons in your interface. It can be confusing to users to see the same icon used to mean slightly different things in multiple locations throughout the system.

Portray real substances accurately. Icons that represent real objects should also look as though they are made of real materials and have real mass. Realistic icons accurately replicate the characteristics of substances such as fabric, glass, paper, and metal, and convey an object’s weight and feel.

Use transparency when it makes sense. Transparency in an image can help depict glass or plastic, but it can be tricky to use convincingly. You should not use transparency in your app icon.

This is the full interview that I did for MediaBriefing.com this week…

The Multi-screen Challenge for Digital publishers…

What is the technical and design process for making apps and magazine content look beautiful on different tablet sizes?

For T3: iPad Edition, the team creates the one build to iPad dimensions, and distributes that to all iPad and large Android tablets. Its not an ideal scenario, but we are able to do it without much extra work for the team. The next challenge, is how we create layouts for smaller tablets, iPhone and smartphones, without adding huge costs. Additionally, a whole different set of assets may need to be commissioned – for example, video content, images, different format, spec, and so on. Some automation in the production process definitely helps, and also adjusting the existing workflow to accommodate these new editions. The same design rules apply – legibility, readability, easy and fast access to all content. Ensuring that the magazine’s design identity is consistent, and that the editorial content is identical across all editions is even more important and just as challenging.

Is the process significantly different than producing digital editions on a smartphone?

We’re learning that magazine layouts need to be quite regimented for phone screens. And just one or two font sizes/weights. Also, the level of interaction needs to be simpler. Faster to use, more accessible and quicker to digest. Phones are for ‘on the move’ consumption, so the content delivery and how it’s presented should reflect that. You also have to think about the download size of each edition. Typical iPad magazines come in at 300MB+. That’s not something that’ll work on phones. Even with a 4G connection! So there is a compromise involved. PDF output will help but only one or two digital publishing platforms use that format at the moment.

Are there any specific challenges/limitations designing for smaller tablets?

We’re aiming to be able to use the iPad layouts and adjust accordingly – with Adobe InDesign CS6 and ‘liquid layout’, each designer is able to create several different-sized layouts within the same InDesign document, and with the same assets. The resource challenge is sub-editing the content as its re-flowed into the smaller ‘pots’. Plus – the smaller the screen, the simpler the layout, is a general rule that could help anyone looking to create a smartphone or 7″ tablet edition.

How does a screen size affect the way people consumer a magazine app or page? Is bigger always better? What sort of content looks good on a smaller tablet?

Bigger is better, yes, but I’ve seen many magazine apps that get it wrong – for example: trying to squeeze in every element from the print edition page into the equivalent screen on the iPad using every interactive trick available – scrolling areas, scrolling type, hotspot layers. The important thing to focus on is readability – is it easy to read, accessible at a glance, and not frustrating to use? Magazine content should look great on all tablet sizes, if designed well, but then I’m biased! The PDF replica option is still a viable one, as users can tap and zoom in to read, and there’s little additional investment required for the publisher. As many magazine publishers are proving, PDF replica editions can perform well. But those magazine apps really don’t compare to the fully-interactive editions currently leading the way.

Do you use the same designers for different tablet versions, or separate teams?

Aside from any research and development work, we aim to use the same team. Although we could perhaps bring in freelance designers for the additional workload – though I would probably bankrupt the company if I insisted on additional full-time designers! Using the existing editorial team and adapting the production workflow is a much more integrated and progressive strategy instead of throwing huge amounts of resource and budget into designing for a platform that may or may not take off or even disappear (see HP’s Touchpad, and the Blackberry Playbook, for example).

Specifically on the iPhone 5, what do you think of the 16:9 aspect ratio?

It’s perfect for movie-watching on the go. Plus, there are more apps displayed on the home screen. I’m not sure about how good the wider (or taller) images from the iPhone 5 camera will come out, as I’m a bit of an old school SLR photographer!

Do you think designers will design apps and content for the iPhone 5 first, or stick to working for older models?

> Initially, designers will probably create one solution for both, early on. But at some point we’ll need to work out a solution for both iPhone screens, or the user may see black bars above and below the content on the ’5′. It may simply be the case of tweaking each layout to fit each resolution and compromising a little on the design. It’s also a retina device, as per the iPhone 4 and iPad 3, so the content will be equally as pin-sharp.

Finally, do you think that magazine publishers should be creating digital editions across all platforms?

It’s still very early days, so things will definitely change as people’s reading habits on mobile devices and platforms become more defined.
With the current interactive design tools and the range of content management and distribution solutions at our disposal, and the rate of improvement and understanding in interactive magazine design, I would hope that the majority of editorial teams across magazine publishing will be able to adapt their workflows and create pixel-perfect magazine solutions for most devices within the next few years.
But it will take time to adjust. Publishing in general needs to be more adaptive and ready to commit when new platforms and devices come our way.

Here’s a quick update from 30/5 on the current publishing apps featuring in the App Store Grossing charts for ipad in the UK region…

2. The Times
4. The Telegraph for iPad
6. The Guardian
8. Comics
19. Daily Mail
21. Zinio
25. Marvel Comics
30. T3 iPad Edition
47. DC Comics
54. The New Yorker
69. Attitude Magazine
80. National Geographic
83. The i newspaper
96. The Economist
98. Stuff
100. Cycling Plus
104. Good Food
107. Empire
108. Top Gear
111. NY times
114. The Week
122. FOCUS
133. Men’s Health
153. GQ UK
168. Men’s Fitness
171. Wired UK
178. Wired US
194. Evo
204. GQ US
———————————-

Future Publishing’s best-selling ipad app, T3: iPad Edition, is now optimised for the new iPad…and it looks fantastic.

Possibly the first ‘Woodwing’ tablet app to go ‘retina’. And I’m very proud to say that after some clever compression and design work from the T3 team, the latest issue in retina is only 506mb.

Picture Perfect
The images look near perfect – better than anything you’ve seen in print or digital form previously, but the most impressive improvement for me is the type. With T3′s crisp type design, you can see every detail of each character – as intended by the type designers. The main body copy font (Mercury) looks sharper than I’ve ever seen any type anywhere.

Yes, the pages are basically Indesign JPGs and PNGs, but they look so sharp – and the download size for the edition has proved that these image-based digital magazines are well and truly the closest thing to a ‘printed’ magazine with all the brand fonts, graphics, and styling not compromised in any way.

How did we do it?
The team tested for a month and improvised with the configuration settings in Enterprise (the brains behind the app export) and also tried a few different ways of compressing the images, and the main background images. We also looked at video compression and what was best for iPads 1, 2 and 3.

The software we use for page layout, Indesign CS4 and Woodwing’s digital magazine tools, allowed us to create different editions of the same layout within one Indesign document – this feature is called DM Artboards. The interface for this isn’t all that great, and I hope to see some improvements soon…but with Adobe’s CS6, alternate layouts and also liquid layout on the horizon for us, it looks like we’re in a good place for multi-screen publishing from one workflow.

So get downloading and let us know what you think?

Following today’s new ABC Circulation news, here’s a piece I did for the Media Briefing a few weeks ago…

Apple’s Newsstand for iOS5 was launched in the UK on October 2011, and a number of mainstream consumer magazine publishers have released digital editions of their magazines into this mobile marketplace, part of Apple’s App Store. Future has been a pioneer in this early migration period – of the top 100 highest-grossing Newsstand titles in the UK, there are over 20 Future magazine apps at the time of writing. Significantly, Future has seen an impressive 8.2 million downloads of free preview issues globally since Newsstand launched, underlining the idea that mobile devices are the key growth area for publishers.

Future’s UK no.1 magazine app for technology fans, T3: iPad Edition, created using the innovative Woodwing platform; Tap! for iPad, developed with Future’s in-house Folio software and the beautiful Guitarist Deluxe, alongside Good Food, GQ, National Geographic and Empire have all performed well since launch. These are all fully-interactive, paid for magazines that deliver rich entertainment, with uncomplicated user-navigation, and content designed bespoke for the iPad, that translate into an engaging touch-screen experience. More importantly, they are all priced competitively against the print and replica PDF editions, and all offer digital subscription packages via iTunes.

So, why have only a few publishers gone ‘fully interactive’ so far? The software, training and additional resources required to create a tablet edition, in dual orientation, with rich media content, can make digital publishing a considerable investment.

But the App charts don’t lie – just by looking at Apple’s highest-grossing overall app chart, the only magazine apps regularly appearing in the top 50 iPad apps (therefore shifting decent download numbers) are filled with rich media features and greatly expand on the content offered by the print editions.

Innovative, well-tested and fully-interactive magazines should fare better on Newsstand than replica versions but we know that many iOS users are downloading these replica editions. Total Film, Men’s Health, Cosmopolitan, Glamour and many other PDF editions all regularly appear in the Newsstand charts. Page-turners perform well in many cases because they can also be viewed on the iPhone. Many users prefer the easy navigation, zoom-able pages and legibility. And flat editions provide the closest ‘magazine’ experience as they are generally created with PDFs converted from the print production process – this also allows publishers to further monetise content already created, and avoid the creation costs of a fully-interactive edition.

However, if your users are keen for a richer encounter, the ‘deluxe’ interactive model will achieve stronger consumer traction (the in-app purchase conversion rates are higher than the replica editions) but only if the editorial content isn’t compromised. Readers want to see everything they see in the print edition and more, and looking like the print edition. Maintaining editorial values is key to converting your readers to digital.

With the right development teams integrated into editorial, as well as competitive pricing, marketing and subscription strategies – and the flexibility to adapt to changing times – the lion’s share of fully-interactive editions will succeed in this super-fast-growing market. Replica editions will continue to deliver revenues on this platform (and can also upscale if required). And don’t forget that sales of print magazines remain the number one revenue source for the majority of magazine publishers. However, when there’s a long-term cost-saving – and you factor in that readers are getting better value for their money with a ‘deluxe’ edition on their devices – could it be that the future of digital magazines just has to be fully interactive?

Going fully digital? Here are some pointers…

1. The content: Stick to the magazine’s editorial template. Create extra content for each edition. Imagine your print edition literally ‘coming alive’.

2. Readability: Ensure text is legible, and easy to follow from column to column and screen to screen. Perhaps use scalable text…

3. Development: Try, and learn. Consider an HTML5 reader app instead of the current Adobe and Woodwing solutions. Test and test again! Updates are for fixes and custom enhancements. React to user feedback and provide a good level of customer service.

4. User navigation: Create instinctively intuitive icons. Ensure a consistent level of affordance in the navigation tools – from ‘next page’ arrows, to ‘close’ buttons. Consider the user journey through every page turn.

5. Design: Integrate the font set from the print edition, without sacrificing legibility. Adapt grids and type styles to read better on screen. Consistency and simplicity wins. Bring layouts to life with animations, and use video where possible…

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