Chromebooks surfaced on our radar just a few years ago, and despite its novelty, the product has become the American education system’s primary choice for classroom technology. Low price, durability, ease of use for students as well as ease of support for tech teams, made Chromebook a popular choice for teachers in order to introduce students to a wealth of knowledge and the helpful tools the Internet has to offer. It all might sound well, but here comes the question: once an educator obtains a Chromebook, how do they actually proceed?

You’ve created an explainer video. It’s up on your site, and getting decent results. You’ve had plenty of views, conversions are in line with your goals, and overall, you’d say the project is a win.

But you can’t help but think, “Could we do better?” After all, you could always use more conversions, and you would like to reach a wider audience. Sounds great, but you aren’t ready to reinvent the wheel so to speak, and as long as your existing video is working, you’re reluctant to change it.

Enter A/B testing.

It’s been a long time coming, so no one should be surprised: Flash is, for all intents and purposes, dead when it comes to display advertising.

The latest nail in the coffin for the once ubiquitous platform? As of the end of June, Google AdWords is no longer accepting display advertisements built on the Flash platform, and by the end of the year, will no longer display existing ads created in Flash.

Hopefully your summer was a blast! You worked on your tan, traveled the globe or just epically binged on some Netflix shows.

Now it’s time to go back to school and settle into the normal rhythm of things. Here are some awesome tips for both the returning student and teacher to Have a Rockstar New School Year.

Picture this: you’re researching ways to show off “how to use video” in your animation projects and your first thought is kittens – not just any kittens – talking kittens. Some immediate, overwhelming need to search for fuzzy and cute cuddlicious creatures, catapulted me on a quest to find some helpful references. An hour or so of “research” lead to these viral internet sensations… MEOW & WOOF

Despite a lot of efforts made to facilitate animation with computer technology many artists struggle to produce compelling works in the field. Our previous post on the topic revealed that brilliant animation is all about sticking to the very basics. Adhering to the laws of physics is how you begin, but what about more abstract issues, such as emotional timing and character appeal?

In 1981 two bright Disney animators Ollie Johnston and Frank Thomas introduced twelve basic principles of animation to produce more realistic works. Since then the principles have been adopted by almost every professional animator, and have been referred to by some as the “Bible of animation.” Originally intended to apply to traditional, hand-drawn animation, the principles still have great relevance for today’s computer animation and can be found not only in character animation, but also in user experience design.

Twelve basic principles of animation below are paraphrased from The Illusion of Life: Disney Animation, one of the “best animation books of all time,” and illustrated with examples made using Animatron.

Squash and Stretch

Considered the most important principle “squash and stretch” gives a sense of weight and volume to drawn objects. It is best described with a bouncing ball, which appears stretched when falling and squashed when it hits the ground. Even slightly exaggerating on shortening and widening animated objects will give them that realistic feel.