Craft

The craft of interactive creative

Design thinking for ads people play rather than watch — interaction, feedback, pacing, restraint, and the small decisions that separate a good one from a forgettable one.

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About this topic

Designing something a stranger will play for twenty seconds, without instructions, on a screen they are holding one-handed, while waiting for something else to resume, is a genuinely hard brief. It is closer to designing a toy than an advertisement.

The pieces in this section are about the decisions inside that brief: what to teach first, what to cut, how much feedback an action needs, and when to stop. Most of them come down to restraint — the common failure is not too little ambition but too much of it in too little time.

The shape most good ones share:

  1. 1

    Teach by doing

    The first interaction is the tutorial. If a screen of instructions is needed before anything happens, the mechanic is too complicated for the format.

  2. 2

    Answer every input

    A tap that produces nothing reads as broken, and a player who thinks it is broken leaves. Every action needs a visible, immediate response.

  3. 3

    Let it be winnable

    The ad is a sample, not an examination. A player who fails learns the product is frustrating — which may be true, but it is not what you are paying to communicate.

  4. 4

    End on purpose

    A deliberate finish, then the invitation. An ad that simply stops leaves the player with no moment at which acting felt like the natural next thing.

The one-mechanic rule

One idea, executed clearly, beats three competing for the same twenty seconds. If the ad cannot be described in a single sentence without the word 'and', it is probably two ads.