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De/Material Magazine
Vector and Raster Images
2012
De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day.  The magazine aims to create awareness of the dangers found within our screen-based lifestyles.  I selected the name De/Material to reference the intangible, online world we exist within.  To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen.  Additionally, the magazine has been imagined for use on the iPad.  In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.              
Entire Magazine

De/Material Magazine
Vector and Raster Images
2012
De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day.  The magazine aims to create awareness of the dangers found within our screen-based lifestyles.  I selected the name De/Material to reference the intangible, online world we exist within.  To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen.  Additionally, the magazine has been imagined for use on the iPad.  In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.              
User slides open feature stories

De/Material Magazine
Vector and Raster Images
2012
De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day.  The magazine aims to create awareness of the dangers found within our screen-based lifestyles.  I selected the name De/Material to reference the intangible, online world we exist within.  To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen.  Additionally, the magazine has been imagined for use on the iPad.  In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.              
Opened feature story

De/Material Magazine
Vector and Raster Images
2012
De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day.  The magazine aims to create awareness of the dangers found within our screen-based lifestyles.  I selected the name De/Material to reference the intangible, online world we exist within.  To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen.  Additionally, the magazine has been imagined for use on the iPad.  In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.              
User slides finger across screen to cause it to "de-materialize"

De/Material Magazine
Vector and Raster Images
2012
De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day.  The magazine aims to create awareness of the dangers found within our screen-based lifestyles.  I selected the name De/Material to reference the intangible, online world we exist within.  To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen.  Additionally, the magazine has been imagined for use on the iPad.  In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.              
"De-materialized" Spread

De/Material Magazine
Vector and Raster Images
2012
De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day.  The magazine aims to create awareness of the dangers found within our screen-based lifestyles.  I selected the name De/Material to reference the intangible, online world we exist within.  To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen.  Additionally, the magazine has been imagined for use on the iPad.  In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.              
User clicks picture to pull up video link

De/Material Magazine
Vector and Raster Images
2012
De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day.  The magazine aims to create awareness of the dangers found within our screen-based lifestyles.  I selected the name De/Material to reference the intangible, online world we exist within.  To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen.  Additionally, the magazine has been imagined for use on the iPad.  In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.              
Video plays in fullscreen

De/Material Magazine

Vector and Raster Images

2012

De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day.  The magazine aims to create awareness of the dangers found within our screen-based lifestyles.  I selected the name De/Material to reference the intangible, online world we exist within.  To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen.  Additionally, the magazine has been imagined for use on the iPad.  In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.              

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