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The Apollo 11 publication cover on a concrete block beside a laptop showing the website’s title screen

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The project therefore focused on how pacing, hierarchy, imagery and interaction could shape the way historical content is experienced rather than treating the website as a conventional archive of facts.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.

Pencil storyboard mapping the website’s screens and the arrows between them, from the start screen through the overview, crew, launch and journey to the descent and time on the Moon

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.

Handwritten running order for the eBook, from title page and overview through the crew, launch, journey and descent to splashdown, beside sketches of spread layouts and the cover
Thumbnail sketches of the eBook’s double-page spreads, exploring how text, imagery and quotes share each spread

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.

The interactive prototype’s Apollo 11 title screen on a laptop
The website presents Apollo 11 as a paced digital journey, using imagery, navigation and interaction to move through key moments of the mission.
The Apollo 11 publication cover, “Apollo 11 Remembered”, with a Saturn V launch image
The eBook translates the same narrative into a longer-form editorial experience, using typography and page composition to create a more reflective way of engaging with the story.

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.