Interview with Chris Gannon

Hey Chris, tell us more about your past? Were you always passionate about interactive design? My first and enduring love has always been for animation — the way things can change from one state to another, then another. And there’s often magic in the shapes between those states — how things look on the way from state A and state B. My first computer was a ZX Spectrum in 1982 and one of the first things I did when I got it home was order a magazine that showed how to make 8-bit animations in Basic (the animations were both Basic and basic!). Think Manic Miner style three-state sprite animations — wobbly monsters, angry toilets, glowing fruit. Fast forward a bit and I upgraded to Ataris and Amigas running music software like Octamed and Cubase and pretty soon I had my first Apple Mac 8200 with a cracked copy of Adobe After Effects 2.0 (sorry Adobe!). It was then that I really became consumed by animation because of all the things that were suddenly possible. And as computers and software became more sophisticated, the things you could do also became richer, more sophisticated and more complex. But these animations, as I retrospectively realised, were fairly static. That is to say they moved, yes, and they changed across time but a rendered animation was always the same every time you watched it. And I always felt like there was something missing — something spontaneous or random or unique. When the internet arrived the game completely changed for me. Suddenly you could introduce code into your animations that not only gave you control over when the animations started or stopped but also how they behaved — your own random, human interaction could influence your animations — move your mouse faster and the animated elements move more violently based on mouse velocity. Drag your finger across a screen and your animated elements could react accordingly, moving like a wheat field in the wind or seaweed in the ocean. And it’s this kind of unique, random, physics-led interaction design that gets me really excited. I love creating a framework or a set of rules within which my animation can react based on live human input. I’m always making sliders and toggles and interactive toys and widgets that incorporate particle systems and physics-based motion so that every time you interact with it, it’s slightly different each time. This never gets boring for me. URL Out – – lottiefiles.comDate – 2019-10-18 22:55:48

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