MS Expression Blend 4 Step by Step
Chris Leeds, Elena Kasinska
Organization of This Book
■ Chapter 1: Welcome to the Silverlight and WPF World
❑ Identify the basics of Silverlight and WPF technologies.
❑ Differentiate between designer and developer roles.
❑ Recognize products in Expression Studio 4.
❑ Understand how Visual Studio can fit into your design process.
■ Chapter 2: Exploring the Expression Blend 4 IDE
❑ Download and install Expression Blend 4.
❑ Open and run your first Silverlight project.
❑ Use and customize the Expression Blend 4 user interface.
■ Chapter 3: Designing an Interface
❑ Create a new project.
❑ Place visual elements and common controls in your project.
❑ Use layout panels as containers for arranging objects.
❑ Use image and video elements.
■ Chapter 4: XAML and C#
❑ Understand what Extensible Application Markup Language (XAML) is.
❑ List basic XAML objects and properties.
❑ Use the XAML editor and IntelliSense in Expression Blend.
❑ Understand the basics of C#.
❑ Explain the relationship of code-behind files to XAML files.
❑ Create objects in C#.
❑ Change properties of existing objects by using C# code.
❑ Respond to events with event handlers.
■ Chapter 5: Animations and Transformations
❑ Resize user interface (UI) elements.
❑ Scale, rotate, skew, and translate your objects.
❑ Change the center point of an object.
❑ Flip objects.
Simulate three-dimensional space via projection.
❑ Use timelines and keyframes.
❑ Add animations and change object properties over time.
❑ Modify storyboards.
❑ Apply behaviors and run storyboards in response to events.
■ Chapter 6: Adding Interactivity
❑ Use default Expression Blend behaviors.
❑ Run storyboards based on behaviors.
❑ Use behaviors to change properties of objects.
❑ Use the ToggleButton control.
❑ Modify the properties of behaviors.
❑ Create visual states and switch between them.
■ Chapter 7: Creating Design Assets
❑ Use Expression Design and its tools and panels.
❑ Create graphic assets in Expression Design.
❑ Export Expression Design assets as XAML to integrate into Expression Blend.
❑ Import objects from Photoshop and Illustrator.
■ Chapter 8: Resources
❑ Create color resources and use them in Expression Blend applications.
❑ Create and apply gradient and image brushes.
❑ Convert property values to resource values and apply them to properties of the
❑ Modify existing resources.
❑ Organize resources by using dictionaries.
■ Chapter 9: Skinning Controls
❑ Create and use styles for controls and visual elements.
❑ Modify existing control templates and create custom templates for controls.
❑ Use states to change the behavior of controls.
❑ Create a theme for basic controls.
❑ Use color, brush, and other types of resources.
Use implicit and key-based styles.
❑ Set template binding for object properties within custom templates.
■ Chapter 10: Working with Data
❑ Generate sample data.
❑ Use styles and templates on data display controls.
❑ Work with sample data.
❑ Bind object properties to data.
❑ Change data templates.
❑ Use element property binding.
❑ Use Master/Details scenarios to display data.
■ Chapter 11: Using SketchFlow
❑ Create and run a SketchFlow application.
❑ Navigate between SketchFlow screens.
❑ Create an application flow.
❑ Add controls and use sample data for prototyping.
❑ Make your SketchFlow projects interactive.
❑ Understand the SketchFlow Player settings.
❑ Package your application prototype.
❑ Use the feedback functionality to collect new ideas and comments.
❑ Generate documentation in Word format.
■ Chapter 12: Designer/Developer Collaboration
❑ Identify key points in a typical design workflow.
❑ Differentiate between designer and developer tasks and roles within the
❑ Identify mixed tasks.
❑ Share projects between Expression Blend and Visual Studio.❑ Understand the benefits of using source control.