Tuesday, September 11, 2012

Meet Tapook's CEO Giorgio Fipaldini


I had the pleasure of interviewing Tapook CEO, Giorgio Fipaldini (with the assistance of Isabella Pingitore as translator) via email.  I reviewed their app PlayART recently and wanted to follow up to find out more about the company and their development process. PlayART is a playground for learning about five masters of late 19th and 20th century art and tools to create images with components of their work.  I will include a few images some young friends and I made with the app. 


pieces from Paul Klee's work

About Tapook
 
   iArt4Kidz: Tapook is a relatively new company.  Can you tell us what your background was before Tapook?  Publishing, media production, artist?

Giorgio Fipaldini: Tapook’s background is an added value to the company. Our vision follows a holistic concept of digital publishing, involving people whose expertise comes from different and complementary fields, such as publishing, video production, visual communication and software development. With regard to my background, I have a ten year experience as a creative director in digital media: from the first websites for Giorgio Armani to the production of dvd-roms for Barilla, via countless motion graphic videos for MTV Italia.

   iA4K: Do you find having offices in two countries gives you a wider perspective on trends in current culture that may be relevant to media production?

GF: Sure, it does. In order to expand your horizons, you can’t limit yourself to look at the world from the web only. And the most cosmopolitan and vibrant city near Milan is London.

   iA4K: Tapook has released two very different apps, can you tell us your vision for the company and what you see coming down the road. 

GF: To begin with we wondered: what has not been published on the App Store yet? So we published the first (unofficial) app on the New York Marathon. Today, to ask this question is reductive. “Paper by 53” is a clear example of how improving something already made by others, can be very rewarding: more than 1,500,000 downloads in the first two weeks.Therefore, the kind of questions we ask ourselves now are: what can we improve, innovate and transform? How can we enrich the user’s experience and exploration, and inspire him/her? The best place to ask this question, for us, is the bookshop.

pieces from Henri Rousseau's work
  
About PlayART

iA4K: PlayART is such a delightful experience.  Can you retrace for us how the idea for this app evolved?  A lightning bolt of inspiration (from what source?) or developed slowly over time.  How much did it change in development?

GF: As I said bookshops are inspirational places to us. It was just by leafing through art books for children at a bookshop that we had the intuition: what if these paintings could be moved or animated and children could play with them? Perhaps they will look at art with more curiosity and interest, and have fun. Children would be rewarded and stimulated by the creative process. From this insight to PlayART’s final version, the path was long and not without revisions.

   iA4K: How long was it from concept to delivery to the app store?

GF: PlayART’s production period lasted 7 months: from the first creative briefings in December 2011, to the pubblication on the App Store last June 2012. A total of 12 people, including 2 children, have contributed to the app, divided between Milan, London and Modena.  Isabella, Guido and myself, the core team, followed every step of the project.

   iA4K: What is your favorite part/activity in PlayART? 

GF:The section “My Favorite”. To be able to combine elements from artists so different in styles allows for unexpected creative results.

mash up of all of the artists


   iA4K: What was your process in selecting these artists?  Was it important to have them be as famous as they are?  How would it have changed the activity if your app featured artists just as exciting, but not as world reknown?

GF: Selection process was very important. We wanted to offer a broad overview of artistic genres to stimulate children’s imagination in different ways, and at the same time, offer a vision,  although concise, of the evolution of painting.
However, the choice of the artists was mostly influenced by two practical aspects: they had to be in the public domain and their artworks had to lend themselves to the kind of post production work needed. From a marketing viewpoint the artists’ popularity has definetely helped, but the most important things is for average adults to know them. In this way they can share and enrich the child’s experience.

   iA4K: The video clips are a wonderful addition to the creative activity of the app.  How did these evolve?  The black and white artwork is a delightful counterpoint to the fully saturated paintings.  Who did that illustration?

GF: The motion graphic video clips of the artists are proving very popular, thanks to Ellis and Sasha’s sweet voices. We’re now working on French, Spanish and Italian versions for future releases and a tutorial video with illustrated animation of the artists to guide users through the app. The drawings in the videos come from my notebook when I was a student at the Academy of Fine Arts in Milan: I only had to adapt and animate them. It was the most enjoyable part of the job. 

pieces from Paul Klee's work

   iA4K: Can you talk about your funding for the app?  Did you have investors or is the company self-financing development?

GF: The company is currently self-funded: PlayART will be the company’s calling card for investors.

    iA4K:  What were the tools you used in development, ie software, etc?

GF: In each project the first tools we used were pen and paper, then Apple Keynote. I used Adobe Photoshop and Illustrator for the graphic design, After Effects and Final Cut for the videos, and finally, xcode for the software development.

   iA4K: Did you use focus groups to test the app in development...or was your research with kids less formal than that?

GF: In the early stages of development the app was tested on internal groups and children from family friends. Later, we had the chance to test the beta version in a Elementary  classroom with children and teachers. It was a very rewarding experience.

pieces from Claude Monet's work


    iA4K:  How will your measure the success of your kids apps?  (or any app)

GF: To measure success by the number of downloads is misleading: an app which is bad, but free is likely to be downloaded more than a good one with a fee. With regard to PlayART, we measure success on the feedback from children, parents and teachers. As long as a child asks to play with PlayART, or parents wonder at their 5 year old child’s request to visit a museum, or a teacher thank us because she can teach impressionism to primary schoolchildren, then PlayART has been successful to us.

About Kids Media

    iA4K:   What are your all time favorite apps?  for kids?   for adults?

GF: All time best: Flipboard
Favorite app for kids: Barefoot World Atlas
Favorite app for adults: Al Gore - Our Choice

    iA4K:  What do you remember from your own childhood that is inspiring you in the media development for kids?

GF: As a child I spent a lot of time breaking toys down. I wanted to find out how things were made and, above all, if I could build them up with pieces from other toys. Curiosity and creativity and a will to innovate are the most important factors behind our apps.

Thank you Giorgio and Isabella for sharing this information with us about your work.  The very best of luck as you move forward and I look forward to seeing what's next and how PlayART will evolve.

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