Forgot your username or password?
Everyone has their personal demons, and now they can
have even more with the help of Stefan Bucher’s Monster Maker app for iPhone and
iPad. The app is the latest evolution in Bucher’s Daily Monster enterprise that
began nearly five years ago (November 19th is the anniversary) with the first inkblots he filmed, in time-lapse, while transforming them from amorphous splotches into bulbous creatures brimming with personality. By
posting them on his blog, he drew many thousands of followers who brought their
own narratives to his creations, and the rest is history. Hundreds of monsters
later, Bucher and his app developer, Dominik
Wei-Fieg, have released the character-creating tools into the wild. As Halloween approaches, the monster-mind himself answered a few questions about the challenges of making an app and
why he’s against offering it for free.
So, what can you do with the Monster Maker app?
Bucher: The Monster Maker app lets
people use their iPhones and iPads to create their own Daily Monsters from a
treasure trove of inkblots and Monster parts created exclusively for the app.
Not only that, but they can have the monster deliver messages with customizable
speech bubbles, pose for photos with their monsters, post the results to
Facebook or Twitter, or put it on mugs and T-shirts with the new Zazzle button.
What was your goal for the app and were there any challenges you faced?
Bucher: Our goal is to let everybody
have as much fun making monsters on their iPhones and iPads as I do making them
on paper. To that end Dominik and I spent hours and hours working out the most
intuitive interface we could cook up. One of the challenges working with iOS is
to balance lots of fun features with simplicity and elegance, and to keep the
whole thing reasonably stable in the process. It’s an ongoing project. We just
made a lot of changes in Version 1.1, and we’re already working on Version 1.2.
But that’s the great thing about the App Store—you buy the app once, and you
get automatic upgrades for free. I hope people will enjoy playing with the app
as it evolves, much as they’ve been following the original Daily Monsters as
they’ve grown on the site.
Do you have plans for Android too?
Bucher: Unfortunately, the two
platforms don’t really get along. We’d have to rebuild everything from scratch,
and then test it across a wide range of devices. I’d love to have the app
available for Android, but I don't have the necessary resources right now.
Could you say something about your
strategic approach to designing and launching this app?
Bucher: Oh, I’m terrible with
strategy, or gauging what the market demands. Whenever I’ve tried I’ve failed.
All I know to do is to make things that make me proud. Dominik and I spent five
months working out the finer points of the interface, adding fun and useful
elements to the Parts palette, and tweaking how everything works together for a
seamless experience. My favorite part of Version 1.1 is the color picker on the
iPad version. How many people will even see it? I have no idea. But I love
knowing that it’s there. The goal is always to make the app as much fun to use
as possible, and to keep things intuitive. Or at least easily discoverable.
It’s a simple little toy, but once you get into it you’ll find that it lets you
do a lot.
One item of strategy may be the $0.99 price tag. Some apps in this category are
free, others cost $2.99 or more. I want the app to be as affordable as
possible, to get the widest possible reach, but I don’t want it to be free. We
work hard on this app, and I think people value things more when they’ve had to
pay for them, even if it’s just a very small amount.
What research went into your creation of
Bucher: I spent a lot of time playing with
drawing apps, of course, but in the end most of the research we did on this was
to rely on our excellent team of 1.0 beta testers—Marian Bantjes, Bruce
Heavin and Ze Frank (who came up with the idea for the Insta-Monster which
lets you generate a complete monster with the push of a button). On Version 1.1
we also had the help of Michelle Stephens and Lila Symons, who really helped us
fight our way through the snow blindness that sets in when you’ve been working
on the same thing for so long.
How do you define success for the app?
Bucher: Seeing people post their homemade monsters on their Facebook profiles and Twitter feeds is the greatest success
for me. I want the app to let more people feel that they can create fun
characters—that they can be artistic, even if they can’t draw. I want to see a
million monsters bloom, and I think this is a good way to get started.
Are you still making one a day? If not,
what’s the frequency like now?
Bucher: It’s the Maddeningly Infrequent
Monster right now. (I’d rename the site, but the URL was taken.) As I’m working
on things like the app, and on a few other skunk works projects surrounding the Monster universe, I have less and less time to draw them daily. They come in
bursts these days, and it may soon be time for another. But now that I’ve drawn
new Halloween parts for the app, I’m already busy getting the palette filled
with Thanksgiving, holiday, and New Year’s elements.
One of the fun things about the blog,
and now the app, is seeing how people create their own narratives for each
monster. You mentioned Facebook, Twitter, Zazzle… how else might people be able to
share or collaborate on their monsters?
Bucher: We’re working on a public gallery
that lets people show off their creatures on the site. Version 1.2 will also
have iCloud support, and we’re fiddling with a way to have two people on two
gizmos working on the same monster at the same time.
For me, the best thing about the app is seeing how people use the tools and the
parts, because they come up with things I never even thought of. A lot of them
make a monster and then embellish it in other apps like Instagram or Marron.
The whole thing is an experiment to create as much fun as possible.
Sue Apfelbaum is a freelance writer and editor with a focus on design, art, music, film and culture. From 2006 to 2012 Sue was the editorial director for AIGA, publishing critical, inspirational and educational content about design on the AIGA website and
developing programming for AIGA's webinars. Visit http://about.me/sueapfelbaum
Stefan G. Bucher, the man behind 344 Design and dailymonster.com, discusses the creative challenges of being both a maker and a thinker, communicating to large audiences across a wide range of media.
Section: Inspiration -
Conference , AIGA Design Conference, advice, students
What do you call a designer who designs for devices? Lucky! Callie Neylan shares this and other conversation highlights from “Devices Everywhere,” the
second in AIGA and Adobe’s “Breakthroughs” webinar series.
Section: Inspiration -
interaction design, ux design, professional development, digital media
Although Mike Mills is better known these days as a writer and director—his latest film, Beginners, is in theaters now—he started his career as a graphic designer. Here he discusses Herbert Bayer, the history of the pride flag, teaching Ewan McGregor how to to draw, and the influence design has on his filmmaking.
Section: Inspiration -
interview, Voice, graphic design, entertainment, students
How do designers fight the threat of social unrest? Smith reviews the proactive way a city struggles to bring peace to a riot-torn French city.
Section: Inspiration -
Design feedback shouldn't be a painful process. In fact, if it's a painful process, I'd say someone's not doing it right. The most successful projects are usually ones with a collaborative workflow between a well-balanced team of designers, developers, project management, and of course — clients! It's essential to have a healthy feedback process, in which the client knows exactly what feedback is most helpful for the next round of revisions, and the designers and developers know how to translate and solve those problems.
I know, I know, both web teams and people who have hired web teams are out there groaning right now (we get it, and this isn't a soapbox). Everyone has had their fair share of difficult projects and poor communication, but it doesn't have to be that way. In efforts to improve the feedback process for web clients and design teams alike, I'm writing this two-part article about How to Give Good Web Design Feedback, and Turning Client Feedback Into Your Best Work.
Design methodologies add value to the visual arts curriculum by teaching the practical and purposeful
application of creative thinking—the very definition of innovation. So why has design education been largely absent in conversations about K12 education reform?
Section: Tools and Resources
We're looking for participants for an illustration-themed Studio Audience
Posted by James Cartwright
4 days ago from
It's Nice That
Michael Jackson's Legacy: Readers React
The New York Times
"If we build the future, then let's not build a future that sucks... Seems logical." @IntelFuturist #GAINconference: http://t.co/UTPCV5qoef
11 hours ago
InVision Research Assistant Remote-Telecommute
December 20, 2014
AIGA AZ 2014: A Year in Review
December 16, 2014