
Apollo 11
Interactive prototype and editorial eBook
Apollo 11 explores how a familiar historical story can be retold across interactive and editorial formats. I designed an interactive web prototype and companion digital publication, using structure, pacing, navigation and visual hierarchy to guide audiences through the mission without turning it into a dense information archive. My role covered research, content structure, interaction design, prototyping, editorial layout and visual direction.
- Type
- Interaction Design
- Role
- Interaction & Editorial Designer
- Timeline
- 8 weeks
- Year
- 2024
The challenge
Making a familiar story feel worth exploring
Apollo 11 is one of the most recognisable events in modern history, but familiarity can make it easy for educational material to feel predictable. The challenge was not simply to present the facts accurately; it was to create an experience that could hold attention, communicate the scale of the mission and make the story feel engaging without overwhelming the reader with information.
The project therefore focused on how pacing, hierarchy, imagery and interaction could shape the way historical content is experienced rather than treating the website as a conventional archive of facts.
The design challenge was to turn a well-known sequence of events into a journey people would want to move through.
Structuring the story
I began by researching the Apollo 11 mission alongside examples of educational storytelling, digital publications, magazines and documentary-style visual communication.
I also considered how different audiences might approach the content. A younger audience may respond more strongly to visual pacing and exploration, while other readers may place greater value on accuracy, clarity and efficient navigation. That pushed the structure towards a balance between immersion and straightforward access to information.
A clear narrative sequence
The mission needed a strong sense of progression so users could understand where they were in the story and what came next.
Visual hierarchy before volume
Large imagery, typography and spacing were used to establish importance before adding more information.
Controlled pacing
The experience needed moments of emphasis and quieter reading rather than presenting every event with the same visual weight.
Navigation that supports exploration
Users should be guided through the mission without feeling trapped in a rigid sequence.
Designing the interactive journey
The early design work explored how the mission could be broken into distinct moments and how navigation, imagery and transitions might connect them.
Sketching helped establish the overall rhythm before visual styling became a distraction: where the experience should pause, where imagery should dominate, and where users needed clear navigation or supporting context.

From structure to interaction
Wireframing translated that narrative structure into a more deliberate screen sequence. The focus was on the relationship between content hierarchy and movement through the experience: what users see first, how much information appears at once, and how each section leads into the next.






As the prototype developed, the visual treatment became part of the interaction itself. Large imagery, typography, contrast and transitions were used to create changes in pace and emphasis rather than decorating a fixed layout.
The same story, a different reading experience
The companion eBook used the same subject matter but required a different relationship with the reader. Instead of interaction and screen transitions controlling the pace, the publication had to create rhythm through typography, composition, image scale and the sequence of spreads.
I treated the two outputs as related interpretations rather than identical versions of the same design. The website could guide movement through interaction; the publication needed to create that same sense of progression through editorial layout.


The goal was consistency of story, not duplication of format.
The final outputs
One mission, two ways to experience it
The final project combined an interactive web prototype with a companion digital publication.


Explore the interactive prototype
Open the Apollo 11 web prototype and move through the interactive version of the mission story.
View prototype (opens in a new tab)Read the Apollo 11 publication
View the companion digital publication, which translates the same story into a long-form editorial format.
View publication (opens in a new tab)
Reflection
Apollo 11 helped me understand how strongly structure and pacing affect the way people experience information. The same content can feel completely different depending on what is revealed first, how much is shown at once and how movement or layout guides attention.
Working across both interactive and editorial formats also made the differences between them much clearer. The website could use navigation, transitions and interaction to control progression, while the publication depended on typography, composition and page sequence to create rhythm.
Next steps
Refine the responsive experience
I would revisit how the interactive design adapts across screen sizes so the visual pacing remains intentional rather than simply compressing the desktop layout.
Push the interaction further
The prototype could make stronger use of transitions and contextual interaction where they help connect moments in the story.
Connect the two formats more closely
A future version could explore stronger visual or navigational links between the interactive experience and publication so they feel even more clearly part of one system.