Advanced Interactive Design | Exercises

 23 Apr 2026 - 14 Jun 2026  (Week 1 - Week 9 )
Chan Xiang Lam | 0358400 
Advanced Interactive Design | Bachelor of Design (Honours) in Creative Media 
Exercises

TABLE CONTENT   

    1. Module Information Booklet (MIB)
    2. Exercise 1: Asset Creation
    3. Exercise 2: The Motion
    4. Exercise 3: Asset Creation


Module Information Booklet (MIB)



Exercise 01: Asset Creation

Instructions:

Objective: Design a functional "Smart Assistant" avatar or UI widget using vector tools.

The Task: Using the drawing tools in Adobe Animate (Pen, Oval, Rectangle), create a character or a central UI hub.

Requirements:
  • Use Object Drawing Mode to keep shapes clean.
  • The "Layer Rule": Every part that needs to move (eyes, arms, glowing core) must be on its own named layer.
Submission Requirement:
  • Upload the .fla file in your Google Drive
  • Attach the link in your e-portfolio
  • Submit your e-portfolio link.

Ideation Concept

My ideation concept is a Cute Floating AI Assistant designed with a simple and friendly appearance. The idea was inspired by futuristic smart assistants and minimal robot mascots commonly seen in modern UI and technology products.

Inspiration / Research

Before starting the sketches, I researched different AI assistant mascots, floating robots, and futuristic user interface designs. Most of the references used rounded shapes, glowing effects, and simple facial expressions to create a friendly appearance. These references helped me understand the visual style and overall design direction.

Fig.1.1 Visual references collected from Pinterest

Sketches

During the sketching process, I explored different body shapes, face designs, and arm positions. I experimented with circular and rounded forms to make the character look softer and more approachable. I selected the round floating design because it looks simple, balanced, and suitable for animation.

Fig.1.2 Sketches#1

Fig.1.3 Sketches#2

Fig.1.4 Sketches#3

Process

After completing the sketch, I imported it into Adobe Animate and used it as a guide for the digital drawing process. I recreated the character using simple vector tools such as the Oval Tool and Rectangle Tool to build the overall shape and structure. 

Fig.1.5 Digital character development in Adobe Animate

Fig.1.6 Final character design


Fig.1.7 Final outcome



Exercise 02: The Motion

Instructions:

The objective of Exercise 2 was to bring the character to life by creating a continuous idle animation. Instead of appearing as a static illustration, the character was designed to have a subtle floating and breathing motion to create a more engaging and friendly appearance.

Process:

After completing the character asset, I converted the individual body parts into symbols and organised them into separate layers. The animation was created using Classic Tweens across a 40-frame timeline. The character was animated to move slightly upward and downward to simulate a floating effect, while the body and hover ring were adjusted to create a breathing motion.

To improve the smoothness of the animation, easing was applied to the tweens so that the movement appeared more natural and less mechanical. Multiple tests were conducted to ensure that the animation looped seamlessly without any noticeable interruptions.

Fig.2.1 Creating animation using Classic Tween


Final Outcome

The final idle animation successfully created a gentle floating and breathing effect. The character continuously moves in a smooth loop, making it appear active and responsive even when no interaction occurs.

Fig.2.2 Final animation


Exercise 03

Instructions:

The objective of Exercise 3 was to introduce interactivity by creating a button that triggers a character reaction. The interaction was designed so that the character performs a wink and smile animation whenever the user clicks the button.

Process:

To create the interaction, an additional animation sequence was added after the idle animation. New keyframes were inserted to create the wink and smile facial expressions while maintaining the character's original design.

A button was then created and converted into a Movie Clip. Frame labels were used to organise the animation sequence, including an "idle" state and a "start" state. JavaScript code was implemented in Adobe Animate to detect button clicks and trigger the wink animation.

The animation was programmed to return to the idle state after the wink animation finished playing, allowing the character to continue its breathing and floating motion.

Fig.3.1 Creating button


Final Outcome

The final interactive animation allows users to click the button and trigger a wink and smile animation. After the animation is completed, the character automatically returns to its idle floating and breathing state. This exercise helped me understand the basics of interactive animation, frame labels, event handling, and user-triggered actions in Adobe Animate.






Reflection

Throughout these exercises, I gained valuable experience using Adobe Animate to create both animated and interactive content. I learned how to organise assets using layers, create smooth movements with keyframes and Classic Tweens, and apply easing to make animations feel more natural. In addition, I explored basic interactivity by using buttons and simple coding to trigger animations.

One of the challenges I faced was understanding the timeline structure and managing different animation states. However, through practice and experimentation, I became more confident in using Adobe Animate and troubleshooting animation issues. I also learned the importance of planning, testing, and refining the animation to achieve a better user experience.

Overall, these exercises helped me improve my technical skills in animation and interaction design. They provided a strong foundation for creating more engaging and interactive digital experiences in future projects.





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