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Sketchbook · hero motion, round three

The possibilities are endless

Ideas for the hero: a horizon that keeps opening up, and the focus it takes to find your way through it. Al's three first, with second takes on zoom and flight, then two new ones. Each sits on a black hero with the section below it in white. Add ?at=6 to the URL to freeze the sketches at 6 seconds (the cups always play).

The possibilities are endless

AI removes limits. Which is why it's never been more important to know where you're going.

Sketch A · Al's idea 1

Zoom out.

Powers of ten. One dot, close up, wandering. The camera pulls back and it's one of a cluster, joined to its neighbours; the cluster is one of many, threaded together; and that is one of a web of webs, with signals running every way and long threads crossing it. Everything moves, at every scale. Added: a ring stays on the dot we started with - in all of that, you still know which one is yours.

The possibilities are endless

AI removes limits. Which is why it's never been more important to know where you're going.

Our product development process ensures you're focused on what matters most.

Sketch A2 · Al's idea 1, take two

Lost and found.

Zoom out, take two. A white dot appears. As the camera pulls back it keeps shrinking, and other dots join it, ring after ring, each the same as it, faster and faster - until you can't tell which one it was. While they're still arriving the crowd starts to move, currents running through it every which way, and as it slows the dots spread out and come to rest in the calm order of a seed head. Then the light comes back: the rest dim, the first dot lights up and a ring of light runs out from it. You can see again. One continuous movement, in about seven seconds.

The possibilities are endless

AI removes limits. Which is why it's never been more important to know where you're going.

Sketch B · Al's idea 2

Flight.

Flying forward through a field of points. A thin, still sky to begin with; then the camera gathers speed, the points stream past and the field fills in, each new one coming up out of the black at the horizon. It never arrives. Added: the one point dead ahead doesn't move - everything else rushes past, and that's where you're going.

The possibilities are endless

AI removes limits. Which is why it's never been more important to know where you're going.

Sketch B2 · Al's idea 2, take two · chosen, now on /3

Flight, slower.

Flight, take two. The dot comes first - a dot in mind - then the stars come up round it and we set off towards it. Under half the speed of the first version and half the stars, so it drifts rather than streaks. The field still thickens as we go, and the dot ahead still holds still.

The possibilities are endless

AI removes limits. Which is why it's never been more important to know where you're going.

Sketch C · Al's idea 3 · click a cup to play

The choice.

The cups game. The ball is shown, the cup comes down, the cups are switched about and you pick one. Every time you choose there are more cups - 3, 5, 8, 13, 21 - and the shuffle gets quicker and busier. Left alone it plays itself and never loses the ball: it keeps its eye on it. The risk: the shell game is a con, so it can read as 'AI is a hustle' rather than 'you need to know where you're going'.

The possibilities are endless

AI removes limits. Which is why it's never been more important to know where you're going.

Sketch D · new

Forking paths.

A single line sets out and forks, and every fork forks, faster the more tips there are, until the way ahead is a delta of possibilities running off the edge, dead ends among them. Then one route is inked through it from the root, fork by fork, and the rest falls back. Afterwards a light runs along the chosen line now and then. The headline in the delta, the dek in the line.

The possibilities are endless

AI removes limits. Which is why it's never been more important to know where you're going.

Sketch E · new

Pull focus.

One point of light, sharp. Then the field fills - hundreds more at every depth, drifting like dust in a beam - and the focus starts to hunt, near, far, near, pulling one patch sharp and then another. Then it comes back to the first point and locks, with the small overshoot of a lens finding its mark, and four corners close on it. Everything else stays a soft blur of possibility. Drawn as a lens would: out-of-focus points become discs, wider and fainter the further they are from the focus.