
Flash is one of many tools used to create interactive experiences on the Internet. The Internet, by it’s own virtue, is interactive – unless one tells it to do something, (click a button to go load a new page) it won’t do anything. This seems self evident, especially due to the internet’s rapid adoption over the last decade, but there are fundamental differences with traditional media “passive” or cool media and the concepts of how people interact with, not only the Internet, but products and tools as well.
For thoughts on interaction design, read: http://voice.aiga.org/content.cfm?ContentAlias=%5Fgetfullarticle&aid=2256903
At it’s most basic level, one person asks a question; the other responds.
On a more advanced level, the conversation progresses according to a series of responses between two (or more) people. Each question, or statement, is derived from the previous response. The effect creates a new train of thought, or a new experience, during the conversation.
Interactivity is a unique from of communication; the sender of a message is also a receiver, where the speaker is also the listener, the reader is also a writer, the giver is also a taker.
User Expectations: Simply put, if a user decides to click on a link, whatever appears next ought to satisfy their expectations.
Global Navigation: Because the Internet is not human, it needs to be designed to accommodate any decision at any given time. Global navigation means that all decisions can be accommodated at any time during a website’s use. More to the point, all buttons should always be accessible at all times, on all pages.
Non-Linear CommunicationUnlike a book, a T.V. show, or movie that tells a story in one unchangeable way, the Internet is designed to be an individual story, depending on the user’s interaction. The story can be told in any order according to the user’s method of interaction.
Actions are commands, written with ActionScript. These actions, when placed on the timeline (select a keyframe on the timeline, and press F9), can control the playhead. Actions can stop, play, and jump to other keyframes before or after the playhead’s current position.
When applying actions to symbols to make buttons, there are several often used actions which have been “pre-fabricated” and ready to use via the Behaviors Palette.
For more on Actionscript: http://www.actionscript.org/
More on Actionscript: http://www.adobe.com/devnet/flash/articles/actionscript_guide.html


Step 1: To give a button a behavior, click on the button while it is on the main stage.
Step 2: Open the Behaviors Palette by hitting shift+F3 or by going to Window > Behaviors.
Step 3: Once the Behaviors Palette is open, click on the plus or minus button to add or remove a behavior.
Step 4: When the Add a Behavior button is selected, a list of behavior options is displayed. Most of the behaviors that will be used in this class can be found within the Movieclip option.
Step 5: Once a behavior is selected another window will open asking where to navigate within the Timeline. At the bottom, the frame number or the frame label can be entered, telling the Timeline, specifically, where to go.
Step 6: Once the Behavior is set up, they can then be found in the Actions Palette (option+F9 or Window > Actions). There the behaviors can be modified further.
While creating the site plan, bear these things in mind:
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