Adventure Club Process Book

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Nikki Ajmera // Summer 16

Process Book Nikki Ajmera // Summer 2016

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inspiring young adventurers


content


topic selection 8 Topics for investigation 11 Brainstorming Wall 12 4 Ideas 13 Final Topic

branding 16 Background 17 Audience 18 Stakeholders 19 Competitors 20 Brand Development 29 Moodboards

deliverables 32

Branding Posters

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Mobile App & Website

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Environment

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Brochure

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Products

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Conclusion



Nikki Ajmera // Summer 16

topic selection Topics for investigation Brainstorming Wall 4 Ideas Final Topic

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topics of investigation In the following section, I investigated various topics ranging from environment concerns to health-related issues. Some of these issues are my own growing concerns, while some of them are problems that I have noticed in my environment. For my final topic I chose to explore the idea of combine topic 6 and 7.

Topic 1

Topic 3

Consumer behaviors and it adverse effects

Educate young children between the age-group

on the environment and how to effect those

6-10 years, about how to keep ocean front clean

behaviors to make them more eco-friendly.

and not throw waste into the ocean.

Topic 2

Topic 4

Students’ eating habits and how they might be

Food wastage in restaurants and agencies that

intimidated by the task of cooking, which results

provide food for the needy and the homeless.

in higher consumption of unhealthy food.


Topic 5

Topic 7

Effects of mobile addiction/use before bed-

Reconnecting with the inner child as a method

time on sleep deprivation.

of relaxing and de-stress.

Topic 6 Children’s addiction to mobile cause of unhealthy lifestyle and habits.



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brainstorming wall In this phase of the process, I tried to explore various connections to my topic. I tried to analyze the topic through related words and created a mind map. Physical

Virtual

Relaxation

Stress

Go to a park

Connection

Yoga

Work & Life Balance

Exercise

Fear of Missing Out

Time-off

Deadlines

Playing games

Facebook

Sleep

Too much Screen time

Hide & Seek

Video Games

Meditation

Competition

Running

Mobile Phones

Fun Activities

Pressure

Healthy Lifestyle

Addiction

Making Art

Anxiety

Walk a pet

Unhealthy Lifestyle

Music

Lack of sleep

Serotonin Release

Laziness

Walking

Depression

Good for Mental

Unreal

Travel

Health Problems

Health

Anti-Social

Hugs

Bad Dietary Habits

Playground

Instant Gratification

Happiness

Eye Strain

Childhood Games

Peer Pressure

Relief

Time Constraints

Toys & Board Games

Money

Spending time with loved ones

Bills

Nature

Responsibility

Healthy Eating

Peer Pressure


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4 ideas Poste r for Id ea Ge n e rat i o n

In this section of the process, I distilled my brainstorming wall into 4 ideas to further narrow down to my final topic.

Idea 1

Idea 3

Promote the idea of connecting with the inner

Playground activities for adults as a fun way to

child as a method to de-stress at home.

exercise and spend time outdoors.

Idea 2

Idea 4

Playing childhood games as a way to bring fam-

Influence children to play more outdoors for a

ilies closer and strengthen family values.

healthier and happier lifestyle.


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final topic Inspire children to do more activities and explore the great outdoors.



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branding Background Audience Stakeholders Competitors Brand Development Moodboards


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background The percentage of children aged 6–11 years in the United States who were obese increased from 7% in 1980 to nearly 18% in 2012. One of the leading causes for this problem is the lack of physical activity that the children are exposed to. Hence, I wanted to solve this problem by creating a service that inspires children to do more outdoor activities and explore the world, using a digital platform that they love to use.


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audiences

Amy and Julie

Brady

Catherine and Jack

7 and 8 years-old girls

10 year-old boy

32 and 34 years-old couple

They are very imaginative and love to play fairy-like fantasy games together.

He loves to play video-games and sports-related applications. He does not play outside much because he likes to spend time mostly on his tablet.

They want their kids to play outside more often. They often try to take them to the parks and play- grounds. They feel that their children only play video games and that it is unhealthy for them.


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stakeholders

Boy Scouts and Girl Scouts

Parents

Disney

These associations are educational

Parents of children in the age group

The Walt Disney Company is a mass-

and help teach children values such

6-10 years will b e most interested

media and entertainment company

as responsible citizenship, character

and invested in this program to work.

aimed at children. They like to inspire

development, and self-reliance through

They will be able to do activities and

creativity and values such as respect,

participation in a wide range of

teach children to enjoy the outdoors

love and sense of adventures with their

outdoor activities and educational

using this service. They would be able

channel, movies and mobile apps.

programs. These programs are made

to supervise their children, and pro-

for children from age-group of 6

vide a safe environment. This service

years and onwards.

will also provide an experience for parents to bond with their children.


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competitors

Out-A-Bout

EA Games

Nintendo

Out-A-Bout is a game app designed

EA Games is a video game developing,

Nintendo is a Japanese electronics and

to encourage physical a ctivity, outdoor

publishing and distributing company.

software company, that is known to be

play, early literacy, and parent-child

The company is one of the largest video

the largest video game company by reve-

interaction, for children ages 3 to 5.

game developer and distributors, they

nue. The company has created some of

Children are prompted to perform certain

are also creators of m obile game apps.

the most well k nown and best-selling

outdoor, physical activities (e.g., run-

Their games are often addictive and

video game franchises in the industry,

often geared towards children from 10

such as Mario, The Legend of Zelda and

years and onwards.

more recently Pokemon Go.

ning, jumping, climbing). Using the phone, parents take still photographs of their children engaged in the activities.

other competitors


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brand development In this section of the process, I began working on detailing out the brand by creating a list of 3 potential names and creating a visual identity.

Initial Naming

Scope

The Tiny Traveller

Local > National > International

Adventure Club Explorer’s World

Competition & Inspiration Disney Nature Explore

Category

Out-A-Bout

Commercial Brand

Khoya

Location Digital Platform (website & app) Local Campsites Purpose The aim of this brand is to inspire children to participate in outdoor activities and explore the world outside of the screens.

Gro-Garden The Lorax Garden


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intial visual identity At this stage of the process, I took my idea for the brand further and created an iconographic solution. My approach was to create icons that are associated with adventures and explorers like maps, binoculars,magnifying glass, etc.


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name change The name of the brand required a change as the young children may not like being referred to as tiny. Therefore, I changed the name to Adventure Club, to reflect a stronger spirit and a sense of action.


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initial visual identity 2 With the new name I redesigned the logo keeping the sense of adventure and exploration in mind.


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visual identity development I created iconographic solutions for the new name and then, further developed the logo inspired from a compass.

Following the logo inspired from a compass, I refined it further to simplify the logo mark.


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typographic options

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final solution

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typeface Neutra Text: Light & Bold


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Keywords: Playful//Outdoors

moodboard The goal of the overall look and feel is to be

I would like to use simple shapes and easy to

child-friendly, and pleasing to the aesthetics of

recognize forms to create the elements of the

a child between the age of 6–10 years. The col-

project, keeping in my mind the young audience.

ors used would be bold and vibrant, the would call for immediate attention and eye-catching.


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setting up camp...


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deliverables Branding Posters Mobile App & Website Environment Brochure Products Conclusion


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branding poster The poster series aims to attract children

The typography has been made very expressive

through its use of bold color and parents through

and playful to keep up with visual aesthetics of

the message.

children between the age group of 6-10 year olds.

This series will introduce the service to prospective users and intrigue them to find out more about the brand.


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mobile app The mobile app aims is an interactive way for

can earn a badge. They can further share their

children to learn about different activities that

achievements with friends and also, see how

they can do outdoors.

many badges their friends have collected. These

The app has multiple features, children can choose the kind of activity they wish to learn and on successful completion of the activity they

badges can then be redeemed at the Adventure Clubhouse for real badges, that will be rewarded at the monthly meetings.


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website The website is an informative tool to promote the mobile app and the Adventure Clubhouse. It shares details about the workshops and events held at the Clubhouse, as well the location and other ways to contact the Adventure Club team.


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adventureclub.com/clubhouse


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adventureclub.com/workshops

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adventureclub.com/clubhouse


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environment Adventure Clubhouse believes that the great

We want to bring their curiosity out into the real

outdoors is a platform for health, happiness and

world. Inspire their imagination and creativity

learning. Many of us as adults were fortunate to

through a range of outdoor activities that the

spend our time after school and in the summer

children can perform with other children, parents

outdoors with our friends- climbing trees, meet-

and even experts.

ing friends, collecting frogs, playing football or soccer or baseball, or making mud pies in the rain; but our children are getting addicted to the digital media.


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A depiction of Adventure Clubhouse features and amenities, such as playground, wood cabins and fun-houses.


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brochure The brochure is aimed towards visitors to the

feature for kids to play while they are visiting

Adventure Clubhouse, which is a campsite for

which asks children to explore the environment

monthly workshops and expert-lead activities

and collect stamps.

to be held for children. This brochure is an informative guide about the Adventure Club as a brand, the Clubhouse campsite and the app. There is a small playful


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products The products I have created are t-shirts and badges for the children who are members of the adventure club. The badges are awards that the children receive at the monthly meetings of the Adventure Clubhouse on successful completion of tasks in the mobile app. Whereas, the t-shirts are merchandise products that can be bought in store.


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conclusion With these deliverables, I hope that I can inspire children to go outdoors and be more involved with activities outside of computer screens and digital media. I even hope that this projects helps parents get more involved with their children and helps families have adventures together.


Nikki Ajmera GR 620 Visual Thinking Instructor David Hake Summer 2016


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