Comics are beginning to rise in popularity today, but there is still a significant portion of society that rejects comics as an art form. The main objective of this project was to develop a product for the comic book industry with which they could tap into and benefit from a broader online audience. This project attempts to further what recent success the comic book has had in other forms of media other than that of print, such as movies, videogames, and motion graphics. Reaching out to new demographics on the World Wide Web and combining the comic book experience with an array of different types of media and technology can help make this success a possibility. Crafting a digital comic became as important as the end product itself, as close attention was paid to construction and user feedback in order to preserve comic book characteristics. By doing so this interactive user experience carries on the storytelling qualities of original comics. It garners interest in a larger target audience and elevates the comic bookto a new level of digital experience, in a world where newsprint production is becoming increasingly uneconomical.
Library of Congress Subject Headings
Comic books, strips, etc.--Technological innovations; Computer graphics--Design; Electronic books--Authorship; Interactive multimedia--Design
Department, Program, or Center
School of Design (CIAS)
Kowalczyk, Brian P., "Eganwo: the graphic novel’s escape to digital media" (2009). Thesis. Rochester Institute of Technology. Accessed from
RIT – Main Campus